Updated manual
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manual.md
185
manual.md
@ -155,38 +155,26 @@ To further help compilation time, GLM 0.9.5 introduced
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```cpp
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// Include GLM core features
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\#include <glm/vec3.hpp>
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\#include <glm/vec4.hpp>
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\#include <glm/mat4x4.hpp>
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\#include <glm/trigonometric.hpp>
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#include <glm/vec3.hpp>
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#include <glm/vec4.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/trigonometric.hpp>
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// Include GLM extensions
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\#include <glm/gtc/matrix\_transform.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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glm::mat4 transform(
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glm::vec2 const& Orientation,
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glm::vec3 const& Translate,
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glm::vec3 const& Up)
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{
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glm::mat4 Proj = glm::perspective(glm::radians(45.f), 1.33f, 0.1f, 10.f);
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glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.f), Translate);
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glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Orientation.y, Up);
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glm::mat4 View = glm::rotate(ViewRotateX, Orientation.x, Up);
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glm::mat4 Model = glm::mat4(1.0f);
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return Proj \* View \* Model;
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}
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glm::mat4 transform(glm::vec2 const& Orientation, glm::vec3 const& Translate, glm::vec3 const& Up)
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{
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glm::mat4 Proj = glm::perspective(glm::radians(45.f), 1.33f, 0.1f, 10.f);
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glm::mat4 ViewTranslate = glm::translate(glm::mat4(1.f), Translate);
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glm::mat4 ViewRotateX = glm::rotate(ViewTranslate, Orientation.y, Up);
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glm::mat4 View = glm::rotate(ViewRotateX, Orientation.x, Up);
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glm::mat4 Model = glm::mat4(1.0f);
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return Proj * View * Model;
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}
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```
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### 1.4. Dependencies {#dependencies .HeadingB}
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-----------------
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### 1.4. Dependencies
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When <glm/glm.hpp> is included, GLM provides all the GLSL features
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it implements in C++.
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@ -203,8 +191,7 @@ GLM is built with a C++ 11 compiler in which case
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If neither are detected, GLM will rely on its own implementation of
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static assert.
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2. Swizzle operators {#swizzle-operators .HeadingA}
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====================
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## 2. Swizzle operators
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A common feature of shader languages like GLSL is the swizzle operators.
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Those allow selecting multiple components of a vector and change their
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@ -214,20 +201,16 @@ components vector. With GLSL, swizzle operators can be both R-values and
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L-values. Finally, vector components can be accessed using “xyzw”,
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“rgba” or “stpq”.
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-----------------
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vec4 A;
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```cpp
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vec4 A;
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vec2 B;
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...
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vec2 B;
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B.yx = A.wy;
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B = A.xx;
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...
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B.yx = A.wy;
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B = A.xx;
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Vec3 C = A.bgr;
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-----------------
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-----------------
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vec3 C = A.bgr;
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```
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GLM supports a subset of this functionality as described in the
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following sub-sections. Swizzle operators are disabled by default. To
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@ -235,71 +218,50 @@ enable them GLM\_SWIZZLE must be defined before any inclusion of
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<glm/glm.hpp>. Enabling swizzle operators will massively increase
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the size of compiled files and the compilation time.
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2.1. Default C++98 implementation {#default-c98-implementation .HeadingB}
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---------------------------------
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### 2.1. Default C++98 implementation {#default-c98-implementation .HeadingB}
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The C++98 implementation exposes the R-value swizzle operators as member
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functions of vector types.
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----------------------------------------------------
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\#define GLM\_SWIZZLE
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```cpp
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#define GLM_SWIZZLE
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#include <glm/glm.hpp>
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\#include <glm/glm.hpp>
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void foo()
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{
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glm::vec4 ColorRGBA(1.0f, 0.5f, 0.0f, 1.0f);
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glm::vec3 ColorBGR = ColorRGBA.bgr();
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...
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void foo()
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glm::vec3 PositionA(1.0f, 0.5f, 0.0f, 1.0f);
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glm::vec3 PositionB = PositionXYZ.xyz() \* 2.0f;
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...
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{
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> glm::vec4 ColorRGBA(1.0f, 0.5f, 0.0f, 1.0f);
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>
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> glm::vec3 ColorBGR = ColorRGBA.bgr();
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>
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> …
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>
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> glm::vec3 PositionA(1.0f, 0.5f, 0.0f, 1.0f);
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>
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> glm::vec3 PositionB = PositionXYZ.xyz() \* 2.0f;
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>
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> …
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>
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> glm::vec2 TexcoordST(1.0f, 0.5f);
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>
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> glm::vec4 TexcoordSTPQ = TexcoordST.stst();
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>
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> …
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}
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----------------------------------------------------
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----------------------------------------------------
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glm::vec2 TexcoordST(1.0f, 0.5f);
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glm::vec4 TexcoordSTPQ = TexcoordST.stst();
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...
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}
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```
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Swizzle operators return a copy of the component values hence they can’t
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be used as L-values to change the value of the variables.
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----------------------------------------------------------------
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\#define GLM\_FORCE\_SWIZZLE
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```cpp
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#define GLM_FORCE_SWIZZLE
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#include <glm/glm.hpp>
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\#include <glm/glm.hpp>
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void foo()
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{
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glm::vec3 A(1.0f, 0.5f, 0.0f);
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void foo()
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// /!\\ No compiler error but A is not affected
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// This code modify the components of an anonymous copy.
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A.bgr() = glm::vec3(2.0f, 1.5f, 1.0f); // A is not modified!
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...
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}
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```
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{
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> glm::vec3 A(1.0f, 0.5f, 0.0f);
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// /!\\ No compiler error but A is not affected
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// This code modify the components of an anonymous copy.
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> A.bgr() = glm::vec3(2.0f, 1.5f, 1.0f); // A is not modified!
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>
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> …
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}
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----------------------------------------------------------------
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----------------------------------------------------------------
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2.2. Anonymous union member implementation {#anonymous-union-member-implementation .HeadingB}
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-------------------------------------------
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### 2.2. Anonymous union member implementation
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Visual C++ supports anonymous structures in union, which is a
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non-standard language extension, but it enables a very powerful
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@ -308,34 +270,25 @@ swizzle operators and a syntax that doesn’t require parentheses in some
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cases. This implementation is only enabled when the language extension
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is enabled and GLM\_SWIZZLE is defined.
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------------------------------------------------
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\#define GLM\_FORCE\_SWIZZLE
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```cpp
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#define GLM_FORCE_SWIZZLE
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#include <glm/glm.hpp>
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\#include <glm/glm.hpp>
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void foo()
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{
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glm::vec4 ColorRGBA(1.0f, 0.5f, 0.0f, 1.0f);
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void foo()
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// l-value:
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glm::vec4 ColorBGRA = ColorRGBA.bgra;
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{
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// r-value:
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ColorRGBA.bgra = ColorRGBA;
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> glm::vec4 ColorRGBA(1.0f, 0.5f, 0.0f, 1.0f);
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// l-value:
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> glm::vec4 ColorBGRA = ColorRGBA.bgra;
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// r-value:
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> ColorRGBA.bgra = ColorRGBA;
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// Both l-value and r-value
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> ColorRGBA.bgra = ColorRGBA.rgba;
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>
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> …
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}
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------------------------------------------------
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------------------------------------------------
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// Both l-value and r-value
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ColorRGBA.bgra = ColorRGBA.rgba;
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...
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}
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```
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Anonymous union member swizzle operators don’t return vector types
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(glm::vec2, glm::vec3 and glm::vec4) but implementation specific objects
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