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remove # from gg and glm
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@@ -165,13 +165,13 @@ pub fn ortho(left, right, bottom, top f32) Mat4 {
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//println('glm ortho($left, $right, $bottom, $top)')
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// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
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n := 16
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mut res := f32_calloc(n)
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# res[0] = 2 / (right - left) ;
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# res[5] = 2.0 / (top - bottom);
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# res[10] = (1);
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# res[12] = - (right + left) / (right - left);
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# res[13] = - (top + bottom) / (top - bottom);
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res[15] = 1
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mut res := f32_calloc(n)
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res[0] = 2.0 / f32(right - left)
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res[5] = 2.0 / f32(top - bottom)
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res[10] = 1.0
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res[12] = - (right + left) / (right - left)
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res[13] = - (top + bottom) / (top - bottom)
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res[15] = 1.0
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return mat4(res)
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}
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@@ -277,26 +277,26 @@ fn ortho_js(left, right, bottom, top f32) *f32 {
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lr := 1.0 / (left - right)
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bt := 1.0 / (bottom - top)
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nf := 1.0 / 1.0// (mynear -myfar)
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# f32* out = malloc (sizeof(f32) * 16);
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# out[0] = -2 * lr;
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# out[1] = 0;
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# out[2] = 0;
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# out[3] = 0;
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# out[4] = 0;
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# out[5] = -2 * bt;
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# out[6] = 0;
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# out[7] = 0;
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# out[8] = 0;
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# out[9] = 0;
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# out[10] = 2 * nf;
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# out[11] = 0;
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# out[12] = (left + right) * lr;
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# out[13] = (top + bottom) * bt;
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# out[14] = 1 * nf;//(far + near) * nf;
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# out[15] = 1;
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# return out;
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f := 0.0
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return &f
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mut out := (*f32)( malloc (sizeof(f32) * 16))
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out[0] = -2.0 * lr
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out[1] = 0
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out[2] = 0
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out[3] = 0
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out[4] = 0
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out[5] = -2.0 * bt
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out[6] = 0
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out[7] = 0
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out[8] = 0
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out[9] = 0
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out[10] = 2.0 * nf
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out[11] = 0
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out[12] = (left + right) * lr
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out[13] = (top + bottom) * bt
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out[14] = 1.0 * nf//(far + near) * nf;
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out[15] = 1
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return out
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//f := 0.0
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//return &f
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}
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// fn ortho_old(a, b, c, d f32) *f32 {
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