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/*
* Mesa 3-D graphics library
* Version: 6.6
*
* Copyright (C) 2006 Brian Paul All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
* AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
* CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
//
// From Shader Spec, ver. 1.20, rev. 6
//
//
// 8.5 Matrix Functions
//
mat2x3 matrixCompMult (mat2x3 m, mat2x3 n) {
return mat2x3 (m[0] * n[0], m[1] * n[1]);
}
mat2x4 matrixCompMult (mat2x4 m, mat2x4 n) {
return mat2x4 (m[0] * n[0], m[1] * n[1]);
}
mat3x2 matrixCompMult (mat3x2 m, mat3x2 n) {
return mat3x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
}
mat3x4 matrixCompMult (mat3x4 m, mat3x4 n) {
return mat3x4 (m[0] * n[0], m[1] * n[1], m[2] * n[2]);
}
mat4x2 matrixCompMult (mat4x2 m, mat4x2 n) {
return mat4x2 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
}
mat4x3 matrixCompMult (mat4x3 m, mat4x3 n) {
return mat4x3 (m[0] * n[0], m[1] * n[1], m[2] * n[2], m[3] * n[3]);
}
mat2 outerProduct (vec2 c, vec2 r) {
return mat2 (
c.x * r.x, c.y * r.x,
c.x * r.y, c.y * r.y
);
}
mat3 outerProduct (vec3 c, vec3 r) {
return mat3 (
c.x * r.x, c.y * r.x, c.z * r.x,
c.x * r.y, c.y * r.y, c.z * r.y,
c.x * r.z, c.y * r.z, c.z * r.z
);
}
mat4 outerProduct (vec4 c, vec4 r) {
return mat4 (
c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y,
c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z,
c.x * r.w, c.y * r.w, c.z * r.w, c.w * r.w
);
}
mat2x3 outerProduct (vec3 c, vec2 r) {
return mat2x3 (
c.x * r.x, c.y * r.x, c.z * r.x,
c.x * r.y, c.y * r.y, c.z * r.y
);
}
mat3x2 outerProduct (vec2 c, vec3 r) {
return mat3x2 (
c.x * r.x, c.y * r.x,
c.x * r.y, c.y * r.y,
c.x * r.z, c.y * r.z
);
}
mat2x4 outerProduct (vec4 c, vec2 r) {
return mat2x4 (
c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y
);
}
mat4x2 outerProduct (vec2 c, vec4 r) {
return mat4x2 (
c.x * r.x, c.y * r.x,
c.x * r.y, c.y * r.y,
c.x * r.z, c.y * r.z,
c.x * r.w, c.y * r.w
);
}
mat3x4 outerProduct (vec4 c, vec3 r) {
return mat3x4 (
c.x * r.x, c.y * r.x, c.z * r.x, c.w * r.x,
c.x * r.y, c.y * r.y, c.z * r.y, c.w * r.y,
c.x * r.z, c.y * r.z, c.z * r.z, c.w * r.z
);
}
mat4x3 outerProduct (vec3 c, vec4 r) {
return mat4x3 (
c.x * r.x, c.y * r.x, c.z * r.x,
c.x * r.y, c.y * r.y, c.z * r.y,
c.x * r.z, c.y * r.z, c.z * r.z,
c.x * r.w, c.y * r.w, c.z * r.w
);
}
mat2 transpose (mat2 m) {
return mat2 (
m[0].x, m[1].x,
m[0].y, m[1].y
);
}
mat3 transpose (mat3 m) {
return mat3 (
m[0].x, m[1].x, m[2].x,
m[0].y, m[1].y, m[2].y,
m[0].z, m[1].z, m[2].z
);
}
mat4 transpose (mat4 m) {
return mat4 (
m[0].x, m[1].x, m[2].x, m[3].x,
m[0].y, m[1].y, m[2].y, m[3].y,
m[0].z, m[1].z, m[2].z, m[3].z,
m[0].w, m[1].w, m[2].w, m[3].w
);
}
mat2x3 transpose (mat3x2 m) {
return mat2x3 (
m[0].x, m[1].x, m[2].x,
m[0].y, m[1].y, m[2].y
);
}
mat3x2 transpose (mat2x3 m) {
return mat3x2 (
m[0].x, m[1].x,
m[0].y, m[1].y,
m[0].z, m[1].z
);
}
mat2x4 transpose (mat4x2 m) {
return mat2x4 (
m[0].x, m[1].x, m[2].x, m[3].x,
m[0].y, m[1].y, m[2].y, m[3].y
);
}
mat4x2 transpose (mat2x4 m) {
return mat4x2 (
m[0].x, m[1].x,
m[0].y, m[1].y,
m[0].z, m[1].z,
m[0].w, m[1].w
);
}
mat3x4 transpose (mat4x3 m) {
return mat3x4 (
m[0].x, m[1].x, m[2].x, m[3].x,
m[0].y, m[1].y, m[2].y, m[3].y,
m[0].z, m[1].z, m[2].z, m[3].z
);
}
mat4x3 transpose (mat3x4 m) {
return mat4x3 (
m[0].x, m[1].x, m[2].x,
m[0].y, m[1].y, m[2].y,
m[0].z, m[1].z, m[2].z,
m[0].w, m[1].w, m[2].w
);
}