Merge "DO NOT MERGE Remove the rs_quaternion functions until mr1" into honeycomb
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@@ -251,256 +251,6 @@ extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix4x4 *m);
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extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix3x3 *m);
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extern void __attribute__((overloadable)) rsMatrixTranspose(rs_matrix2x2 *m);
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/////////////////////////////////////////////////////
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// quaternion ops
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/////////////////////////////////////////////////////
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_RS_STATIC void __attribute__((overloadable))
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rsQuaternionSet(rs_quaternion *q, float w, float x, float y, float z) {
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q->w = w;
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q->x = x;
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q->y = y;
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q->z = z;
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}
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_RS_STATIC void __attribute__((overloadable))
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rsQuaternionSet(rs_quaternion *q, const rs_quaternion *rhs) {
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q->w = rhs->w;
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q->x = rhs->x;
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q->y = rhs->y;
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q->z = rhs->z;
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}
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_RS_STATIC void __attribute__((overloadable))
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rsQuaternionMultiply(rs_quaternion *q, float s) {
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q->w *= s;
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q->x *= s;
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q->y *= s;
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q->z *= s;
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}
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_RS_STATIC void __attribute__((overloadable))
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rsQuaternionMultiply(rs_quaternion *q, const rs_quaternion *rhs) {
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q->w = -q->x*rhs->x - q->y*rhs->y - q->z*rhs->z + q->w*rhs->w;
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q->x = q->x*rhs->w + q->y*rhs->z - q->z*rhs->y + q->w*rhs->x;
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q->y = -q->x*rhs->z + q->y*rhs->w + q->z*rhs->x + q->w*rhs->y;
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q->z = q->x*rhs->y - q->y*rhs->x + q->z*rhs->w + q->w*rhs->z;
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}
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_RS_STATIC void
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rsQuaternionAdd(rs_quaternion *q, const rs_quaternion *rhs) {
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q->w *= rhs->w;
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q->x *= rhs->x;
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q->y *= rhs->y;
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q->z *= rhs->z;
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}
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_RS_STATIC void
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rsQuaternionLoadRotateUnit(rs_quaternion *q, float rot, float x, float y, float z) {
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rot *= (float)(M_PI / 180.0f) * 0.5f;
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float c = cos(rot);
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float s = sin(rot);
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q->w = c;
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q->x = x * s;
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q->y = y * s;
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q->z = z * s;
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}
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_RS_STATIC void
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rsQuaternionLoadRotate(rs_quaternion *q, float rot, float x, float y, float z) {
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const float len = x*x + y*y + z*z;
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if (len != 1) {
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const float recipLen = 1.f / sqrt(len);
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x *= recipLen;
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y *= recipLen;
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z *= recipLen;
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}
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rsQuaternionLoadRotateUnit(q, rot, x, y, z);
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}
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_RS_STATIC void
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rsQuaternionConjugate(rs_quaternion *q) {
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q->x = -q->x;
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q->y = -q->y;
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q->z = -q->z;
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}
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_RS_STATIC float
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rsQuaternionDot(const rs_quaternion *q0, const rs_quaternion *q1) {
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return q0->w*q1->w + q0->x*q1->x + q0->y*q1->y + q0->z*q1->z;
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}
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_RS_STATIC void
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rsQuaternionNormalize(rs_quaternion *q) {
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const float len = rsQuaternionDot(q, q);
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if (len != 1) {
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const float recipLen = 1.f / sqrt(len);
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rsQuaternionMultiply(q, recipLen);
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}
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}
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_RS_STATIC void
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rsQuaternionSlerp(rs_quaternion *q, const rs_quaternion *q0, const rs_quaternion *q1, float t) {
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if (t <= 0.0f) {
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rsQuaternionSet(q, q0);
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return;
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}
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if (t >= 1.0f) {
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rsQuaternionSet(q, q1);
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return;
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}
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rs_quaternion tempq0, tempq1;
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rsQuaternionSet(&tempq0, q0);
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rsQuaternionSet(&tempq1, q1);
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float angle = rsQuaternionDot(q0, q1);
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if (angle < 0) {
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rsQuaternionMultiply(&tempq0, -1.0f);
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angle *= -1.0f;
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}
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float scale, invScale;
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if (angle + 1.0f > 0.05f) {
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if (1.0f - angle >= 0.05f) {
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float theta = acos(angle);
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float invSinTheta = 1.0f / sin(theta);
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scale = sin(theta * (1.0f - t)) * invSinTheta;
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invScale = sin(theta * t) * invSinTheta;
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} else {
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scale = 1.0f - t;
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invScale = t;
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}
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} else {
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rsQuaternionSet(&tempq1, tempq0.z, -tempq0.y, tempq0.x, -tempq0.w);
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scale = sin(M_PI * (0.5f - t));
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invScale = sin(M_PI * t);
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}
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rsQuaternionSet(q, tempq0.w*scale + tempq1.w*invScale, tempq0.x*scale + tempq1.x*invScale,
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tempq0.y*scale + tempq1.y*invScale, tempq0.z*scale + tempq1.z*invScale);
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}
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_RS_STATIC void rsQuaternionGetMatrixUnit(rs_matrix4x4 *m, const rs_quaternion *q) {
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float x2 = 2.0f * q->x * q->x;
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float y2 = 2.0f * q->y * q->y;
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float z2 = 2.0f * q->z * q->z;
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float xy = 2.0f * q->x * q->y;
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float wz = 2.0f * q->w * q->z;
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float xz = 2.0f * q->x * q->z;
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float wy = 2.0f * q->w * q->y;
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float wx = 2.0f * q->w * q->x;
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float yz = 2.0f * q->y * q->z;
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m->m[0] = 1.0f - y2 - z2;
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m->m[1] = xy - wz;
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m->m[2] = xz + wy;
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m->m[3] = 0.0f;
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m->m[4] = xy + wz;
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m->m[5] = 1.0f - x2 - z2;
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m->m[6] = yz - wx;
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m->m[7] = 0.0f;
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m->m[8] = xz - wy;
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m->m[9] = yz - wx;
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m->m[10] = 1.0f - x2 - y2;
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m->m[11] = 0.0f;
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m->m[12] = 0.0f;
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m->m[13] = 0.0f;
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m->m[14] = 0.0f;
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m->m[15] = 1.0f;
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}
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/////////////////////////////////////////////////////
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// utility funcs
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/////////////////////////////////////////////////////
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__inline__ _RS_STATIC void __attribute__((overloadable, always_inline))
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rsExtractFrustumPlanes(const rs_matrix4x4 *modelViewProj,
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float4 *left, float4 *right,
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float4 *top, float4 *bottom,
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float4 *near, float4 *far) {
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// x y z w = a b c d in the plane equation
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left->x = modelViewProj->m[3] + modelViewProj->m[0];
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left->y = modelViewProj->m[7] + modelViewProj->m[4];
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left->z = modelViewProj->m[11] + modelViewProj->m[8];
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left->w = modelViewProj->m[15] + modelViewProj->m[12];
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right->x = modelViewProj->m[3] - modelViewProj->m[0];
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right->y = modelViewProj->m[7] - modelViewProj->m[4];
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right->z = modelViewProj->m[11] - modelViewProj->m[8];
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right->w = modelViewProj->m[15] - modelViewProj->m[12];
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top->x = modelViewProj->m[3] - modelViewProj->m[1];
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top->y = modelViewProj->m[7] - modelViewProj->m[5];
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top->z = modelViewProj->m[11] - modelViewProj->m[9];
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top->w = modelViewProj->m[15] - modelViewProj->m[13];
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bottom->x = modelViewProj->m[3] + modelViewProj->m[1];
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bottom->y = modelViewProj->m[7] + modelViewProj->m[5];
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bottom->z = modelViewProj->m[11] + modelViewProj->m[9];
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bottom->w = modelViewProj->m[15] + modelViewProj->m[13];
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near->x = modelViewProj->m[3] + modelViewProj->m[2];
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near->y = modelViewProj->m[7] + modelViewProj->m[6];
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near->z = modelViewProj->m[11] + modelViewProj->m[10];
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near->w = modelViewProj->m[15] + modelViewProj->m[14];
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far->x = modelViewProj->m[3] - modelViewProj->m[2];
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far->y = modelViewProj->m[7] - modelViewProj->m[6];
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far->z = modelViewProj->m[11] - modelViewProj->m[10];
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far->w = modelViewProj->m[15] - modelViewProj->m[14];
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float len = length(left->xyz);
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*left /= len;
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len = length(right->xyz);
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*right /= len;
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len = length(top->xyz);
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*top /= len;
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len = length(bottom->xyz);
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*bottom /= len;
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len = length(near->xyz);
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*near /= len;
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len = length(far->xyz);
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*far /= len;
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}
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__inline__ _RS_STATIC bool __attribute__((overloadable, always_inline))
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rsIsSphereInFrustum(float4 *sphere,
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float4 *left, float4 *right,
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float4 *top, float4 *bottom,
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float4 *near, float4 *far) {
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float distToCenter = dot(left->xyz, sphere->xyz) + left->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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distToCenter = dot(right->xyz, sphere->xyz) + right->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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distToCenter = dot(top->xyz, sphere->xyz) + top->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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distToCenter = dot(bottom->xyz, sphere->xyz) + bottom->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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distToCenter = dot(near->xyz, sphere->xyz) + near->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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distToCenter = dot(far->xyz, sphere->xyz) + far->w;
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if (distToCenter < -sphere->w) {
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return false;
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}
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return true;
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}
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/////////////////////////////////////////////////////
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// int ops
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/////////////////////////////////////////////////////
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