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vec: rename glm_vec_ namespace to glm_vec3_
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@@ -320,13 +320,13 @@ glm_lookat(vec3 eye,
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mat4 dest) {
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CGLM_ALIGN(8) vec3 f, u, s;
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glm_vec_sub(center, eye, f);
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glm_vec_normalize(f);
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glm_vec3_sub(center, eye, f);
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glm_vec3_normalize(f);
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glm_vec_cross(f, up, s);
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glm_vec_normalize(s);
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glm_vec3_cross(f, up, s);
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glm_vec3_normalize(s);
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glm_vec_cross(s, f, u);
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glm_vec3_cross(s, f, u);
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dest[0][0] = s[0];
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dest[0][1] = u[0];
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@@ -337,9 +337,9 @@ glm_lookat(vec3 eye,
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dest[2][0] = s[2];
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dest[2][1] = u[2];
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dest[2][2] =-f[2];
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dest[3][0] =-glm_vec_dot(s, eye);
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dest[3][1] =-glm_vec_dot(u, eye);
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dest[3][2] = glm_vec_dot(f, eye);
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dest[3][0] =-glm_vec3_dot(s, eye);
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dest[3][1] =-glm_vec3_dot(u, eye);
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dest[3][2] = glm_vec3_dot(f, eye);
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dest[0][3] = dest[1][3] = dest[2][3] = 0.0f;
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dest[3][3] = 1.0f;
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}
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@@ -362,7 +362,7 @@ CGLM_INLINE
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void
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glm_look(vec3 eye, vec3 dir, vec3 up, mat4 dest) {
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CGLM_ALIGN(8) vec3 target;
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glm_vec_add(eye, dir, target);
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glm_vec3_add(eye, dir, target);
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glm_lookat(eye, target, up, dest);
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}
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@@ -380,7 +380,7 @@ CGLM_INLINE
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void
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glm_look_anyup(vec3 eye, vec3 dir, mat4 dest) {
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CGLM_ALIGN(8) vec3 up;
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glm_vec_ortho(dir, up);
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glm_vec3_ortho(dir, up);
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glm_look(eye, dir, up, dest);
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}
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