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use float precision for math funcs
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@@ -159,9 +159,9 @@ glm_quat_slerp(versor q,
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}
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/* SLERP */
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angle = acos(cosTheta);
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a = sin(c * angle);
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b = sin(t * angle);
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angle = acosf(cosTheta);
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a = sinf(c * angle);
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b = sinf(t * angle);
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dest[0] = (q[0] * a + r[0] * b) / sinTheta;
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dest[1] = (q[1] * a + r[1] * b) / sinTheta;
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