i guess it is working
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4cce33c16b
commit
2a804556db
7 changed files with 165 additions and 50 deletions
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@ -18,10 +18,10 @@ GBClient GBClientCreate(GBEngine engine) {
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client->look_at[1] = 0;
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client->look_at[2] = 0;
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client->light0[0] = 0;
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client->light0[1] = 1;
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client->light0[2] = -5;
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client->light0[3] = 1;
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client->light0[0] = 5;
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client->light0[1] = 5;
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client->light0[2] = 5;
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client->light0[3] = 0;
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client->gl = GBGLCreate(client);
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@ -56,13 +56,44 @@ static void scene(void) {
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glRotatef(180 * i, 0, 1, 0);
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glBegin(GL_QUADS);
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glNormal3f(-1, 0, 0);
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glVertex3f(-1, 0.5, 0);
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glVertex3f(-1, 0, 0);
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glVertex3f(1, 0, 0);
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glVertex3f(1, 0.5, 0);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(-1, 0, 0.25);
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glVertex3f(1, 0, 0.25);
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glVertex3f(1, 0.5, 0.25);
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glEnd();
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glPopMatrix();
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}
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-1, 0.5, -0.25);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(1, 0.5, 0.25);
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glVertex3f(1, 0.5, -0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(0, 1, 0);
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glVertex3f(-1, -0.5, 0.25);
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glVertex3f(-1, -0.5, -0.25);
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glVertex3f(1, -0.5, -0.25);
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glVertex3f(1, -0.5, 0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(-1, 0, 0);
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glVertex3f(-1, 0.5, 0.25);
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glVertex3f(-1, 0.5, -0.25);
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glVertex3f(-1, 0, -0.25);
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glVertex3f(-1, 0, 0.25);
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glEnd();
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glBegin(GL_QUADS);
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glNormal3f(1, 0, 0);
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glVertex3f(1, 0.5, -0.25);
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glVertex3f(1, 0.5, 0.25);
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glVertex3f(1, 0, 0.25);
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glVertex3f(1, 0, -0.25);
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glEnd();
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}
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void GBClientStep(GBClient client) {
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@ -1,5 +1,7 @@
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#include <GearBox/GL.h>
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#include <GearBox/Math.h>
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#define SHADOW_WIDTH 1024
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#define SHADOW_HEIGHT 1024
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@ -24,8 +26,9 @@ void GBGLShadowInit(GBGL gl) {
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if(GBGLShaderPrepare(gl, &gl->shadow_shader, "base:/shader/shadow.vs", "base:/shader/shadow.fs")) {
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glUseProgram(gl->shadow_shader);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 1);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "depth_texture"), 7);
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glUniform1i(glGetUniformLocation(gl->shadow_shader, "current_texture"), 0);
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glUseProgram(0);
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}
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}
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@ -39,11 +42,13 @@ void GBGLShadowBeforeMapping(GBGL gl) {
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glMatrixMode(GL_PROJECTION);
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_old_projection);
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glLoadIdentity();
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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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glGetDoublev(GL_PROJECTION_MATRIX, gl->shadow_projection);
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glMatrixMode(GL_MODELVIEW);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_old_modelview);
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glLoadIdentity();
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GBGLPerspective(gl, SHADOW_WIDTH, SHADOW_HEIGHT);
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GBGLLookAt(gl, gl->engine->client->light0, zero);
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glGetDoublev(GL_MODELVIEW_MATRIX, gl->shadow_modelview);
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@ -52,11 +57,24 @@ void GBGLShadowBeforeMapping(GBGL gl) {
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glDisable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_FRONT);
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#else
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glDisable(GL_CULL_FACE);
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#endif
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glPolygonOffset(1.1f, 4.0f);
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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void GBGLShadowAfterMapping(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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GBMatrix4x4 in, out;
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GLdouble mat[16];
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int i;
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glDisable(GL_POLYGON_OFFSET_FILL);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SHADOW_WIDTH, SHADOW_HEIGHT);
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glBindTexture(GL_TEXTURE_2D, 0);
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@ -65,7 +83,11 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glViewport(0, 0, gl->engine->width, gl->engine->height);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glEnable(GL_LIGHTING);
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#ifdef SHADOW_CULL
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glCullFace(GL_BACK);
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#else
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glEnable(GL_CULL_FACE);
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#endif
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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@ -75,33 +97,42 @@ void GBGLShadowAfterMapping(GBGL gl) {
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glLoadIdentity();
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glMultMatrixd(gl->shadow_old_modelview);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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for(i = 0; i < 16; i++) in[i] = gl->shadow_old_modelview[i];
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GBMathInvert4x4(out, in);
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for(i = 0; i < 16; i++) mat[i] = out[i];
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glTranslated(0.5, 0.5, 0.5);
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glScaled(0.5, 0.5, 0.5);
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glMultMatrixd(gl->shadow_projection);
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glMultMatrixd(gl->shadow_modelview);
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glMultMatrixd(gl->shadow_old_modelview);
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glMultMatrixd(mat);
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glActiveTexture(GL_TEXTURE0);
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glMatrixMode(GL_MODELVIEW);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glBindTexture(GL_TEXTURE_2D, gl->shadow_texture);
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glEnable(GL_TEXTURE_2D);
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glActiveTexture(GL_TEXTURE0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glUseProgram(gl->shadow_shader);
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}
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void GBGLShadowEnd(GBGL gl) {
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glActiveTexture(GL_TEXTURE1);
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glUseProgram(0);
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glActiveTexture(GL_TEXTURE7);
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glDisable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE1);
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glActiveTexture(GL_TEXTURE7);
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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glActiveTexture(GL_TEXTURE0);
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@ -72,3 +72,34 @@ void GBMathNormal3x4(GBVector3 r, GBVector3 v0, GBVector3 v1, GBVector3 v2, GBVe
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double GBMathCot(double x) {
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return (double)1 / tan(x);
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}
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void GBMathInvert4x4(GBMatrix4x4 out, GBMatrix4x4 in) {
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double inv[16], det;
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int i;
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inv[0] = in[5] * in[10] * in[15] - in[5] * in[11] * in[14] - in[9] * in[6] * in[15] + in[9] * in[7] * in[14] + in[13] * in[6] * in[11] - in[13] * in[7] * in[10];
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inv[4] = -in[4] * in[10] * in[15] + in[4] * in[11] * in[14] + in[8] * in[6] * in[15] - in[8] * in[7] * in[14] - in[12] * in[6] * in[11] + in[12] * in[7] * in[10];
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inv[8] = in[4] * in[9] * in[15] - in[4] * in[11] * in[13] - in[8] * in[5] * in[15] + in[8] * in[7] * in[13] + in[12] * in[5] * in[11] - in[12] * in[7] * in[9];
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inv[12] = -in[4] * in[9] * in[14] + in[4] * in[10] * in[13] + in[8] * in[5] * in[14] - in[8] * in[6] * in[13] - in[12] * in[5] * in[10] + in[12] * in[6] * in[9];
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inv[1] = -in[1] * in[10] * in[15] + in[1] * in[11] * in[14] + in[9] * in[2] * in[15] - in[9] * in[3] * in[14] - in[13] * in[2] * in[11] + in[13] * in[3] * in[10];
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inv[5] = in[0] * in[10] * in[15] - in[0] * in[11] * in[14] - in[8] * in[2] * in[15] + in[8] * in[3] * in[14] + in[12] * in[2] * in[11] - in[12] * in[3] * in[10];
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inv[9] = -in[0] * in[9] * in[15] + in[0] * in[11] * in[13] + in[8] * in[1] * in[15] - in[8] * in[3] * in[13] - in[12] * in[1] * in[11] + in[12] * in[3] * in[9];
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inv[13] = in[0] * in[9] * in[14] - in[0] * in[10] * in[13] - in[8] * in[1] * in[14] + in[8] * in[2] * in[13] + in[12] * in[1] * in[10] - in[12] * in[2] * in[9];
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inv[2] = in[1] * in[6] * in[15] - in[1] * in[7] * in[14] - in[5] * in[2] * in[15] + in[5] * in[3] * in[14] + in[13] * in[2] * in[7] - in[13] * in[3] * in[6];
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inv[6] = -in[0] * in[6] * in[15] + in[0] * in[7] * in[14] + in[4] * in[2] * in[15] - in[4] * in[3] * in[14] - in[12] * in[2] * in[7] + in[12] * in[3] * in[6];
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inv[10] = in[0] * in[5] * in[15] - in[0] * in[7] * in[13] - in[4] * in[1] * in[15] + in[4] * in[3] * in[13] + in[12] * in[1] * in[7] - in[12] * in[3] * in[5];
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inv[14] = -in[0] * in[5] * in[14] + in[0] * in[6] * in[13] + in[4] * in[1] * in[14] - in[4] * in[2] * in[13] - in[12] * in[1] * in[6] + in[12] * in[2] * in[5];
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inv[3] = -in[1] * in[6] * in[11] + in[1] * in[7] * in[10] + in[5] * in[2] * in[11] - in[5] * in[3] * in[10] - in[9] * in[2] * in[7] + in[9] * in[3] * in[6];
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inv[7] = in[0] * in[6] * in[11] - in[0] * in[7] * in[10] - in[4] * in[2] * in[11] + in[4] * in[3] * in[10] + in[8] * in[2] * in[7] - in[8] * in[3] * in[6];
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inv[11] = -in[0] * in[5] * in[11] + in[0] * in[7] * in[9] + in[4] * in[1] * in[11] - in[4] * in[3] * in[9] - in[8] * in[1] * in[7] + in[8] * in[3] * in[5];
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inv[15] = in[0] * in[5] * in[10] - in[0] * in[6] * in[9] - in[4] * in[1] * in[10] + in[4] * in[2] * in[9] + in[8] * in[1] * in[6] - in[8] * in[2] * in[5];
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det = in[0] * inv[0] + in[1] * inv[4] + in[2] * inv[8] + in[3] * inv[12];
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if(det == 0)
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return;
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det = 1.0 / det;
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for(i = 0; i < 16; i++)
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out[i] = inv[i] * det;
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}
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