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ShaderPlayground / deps / glm / glm / gtx / wrap.inl
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1/// @ref gtx_wrap
2
3namespace glm
4{
5 template<length_t L, typename T, qualifier Q>
6 GLM_FUNC_QUALIFIER vec<L, T, Q> clamp(vec<L, T, Q> const& Texcoord)
7 {
8 return glm::clamp(Texcoord, vec<L, T, Q>(0), vec<L, T, Q>(1));
9 }
10
11 template<typename genType>
12 GLM_FUNC_QUALIFIER genType clamp(genType const& Texcoord)
13 {
14 return clamp(vec<1, genType, defaultp>(Texcoord)).x;
15 }
16
17 template<length_t L, typename T, qualifier Q>
18 GLM_FUNC_QUALIFIER vec<L, T, Q> repeat(vec<L, T, Q> const& Texcoord)
19 {
20 return glm::fract(Texcoord);
21 }
22
23 template<typename genType>
24 GLM_FUNC_QUALIFIER genType repeat(genType const& Texcoord)
25 {
26 return repeat(vec<1, genType, defaultp>(Texcoord)).x;
27 }
28
29 template<length_t L, typename T, qualifier Q>
30 GLM_FUNC_QUALIFIER vec<L, T, Q> mirrorClamp(vec<L, T, Q> const& Texcoord)
31 {
32 return glm::fract(glm::abs(Texcoord));
33 }
34
35 template<typename genType>
36 GLM_FUNC_QUALIFIER genType mirrorClamp(genType const& Texcoord)
37 {
38 return mirrorClamp(vec<1, genType, defaultp>(Texcoord)).x;
39 }
40
41 template<length_t L, typename T, qualifier Q>
42 GLM_FUNC_QUALIFIER vec<L, T, Q> mirrorRepeat(vec<L, T, Q> const& Texcoord)
43 {
44 vec<L, T, Q> const Abs = glm::abs(Texcoord);
45 vec<L, T, Q> const Clamp = glm::mod(glm::floor(Abs), vec<L, T, Q>(2));
46 vec<L, T, Q> const Floor = glm::floor(Abs);
47 vec<L, T, Q> const Rest = Abs - Floor;
48 vec<L, T, Q> const Mirror = Clamp + Rest;
49 return mix(Rest, vec<L, T, Q>(1) - Rest, glm::greaterThanEqual(Mirror, vec<L, T, Q>(1)));
50 }
51
52 template<typename genType>
53 GLM_FUNC_QUALIFIER genType mirrorRepeat(genType const& Texcoord)
54 {
55 return mirrorRepeat(vec<1, genType, defaultp>(Texcoord)).x;
56 }
57}//namespace glm