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dont use I macro defined in standard
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@@ -781,15 +781,15 @@ TEST_IMPL(GLM_PREFIX, vec2_reflect) {
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}
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TEST_IMPL(GLM_PREFIX, vec2_refract) {
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vec2 I = {sqrtf(0.5f), -sqrtf(0.5f)}; /* Incoming vector at 45 degrees to normal */
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vec2 N = {0.0f, 1.0f}; /* Surface normal */
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vec2 dest;
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vec2 v = {sqrtf(0.5f), -sqrtf(0.5f)}; /* Incoming vector at 45 degrees to normal */
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vec2 N = {0.0f, 1.0f}; /* Surface normal */
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vec2 dest;
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float eta;
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float r;
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/* Water to Air (eta = 1.33/1.0) */
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eta = 1.33f / 1.0f;
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r = GLM(vec2_refract)(I, N, eta, dest);
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r = GLM(vec2_refract)(v, N, eta, dest);
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// In 2D, we expect a similar bending behavior as in 3D, so we check dest[1]
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if (!(dest[0] == 0.0f && dest[1] == 0.0f)) {
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ASSERT(dest[1] < -sqrtf(0.5f)); // Refracted ray bends away from the normal
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@@ -801,17 +801,17 @@ TEST_IMPL(GLM_PREFIX, vec2_refract) {
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/* Air to Glass (eta = 1.0 / 1.5) */
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eta = 1.0f / 1.5f;
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r = GLM(vec2_refract)(I, N, eta, dest);
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r = GLM(vec2_refract)(v, N, eta, dest);
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ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal
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/* Glass to Water (eta = 1.5 / 1.33) */
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eta = 1.5f / 1.33f;
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r = GLM(vec2_refract)(I, N, eta, dest);
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r = GLM(vec2_refract)(v, N, eta, dest);
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ASSERT(dest[1] < -sqrtf(0.5f)); // Expect bending towards the normal, less bending than air to glass
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/* Diamond to Air (eta = 2.42 / 1.0) */
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eta = 2.42f / 1.0f;
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r = GLM(vec2_refract)(I, N, eta, dest);
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r = GLM(vec2_refract)(v, N, eta, dest);
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if (!(dest[0] == 0.0f && dest[1] == 0.0f)) {
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/* High potential for total internal reflection, but if it occurs, expect significant bending */
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ASSERT(dest[1] < -sqrtf(0.5f));
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