@ -463,7 +463,7 @@ Additionally, GLM provides a low level SIMD API in glm/simd directory for users
C++ does not provide a way to implement GLSL default precision selection (as defined in GLSL 4.10 specification section 4.5.3) with GLSL-like syntax.
```cpp
```glsl
precision mediump int;
precision highp float;
```
@ -508,7 +508,7 @@ Some platforms (Dreamcast) doesn't support double precision floating point value
Shader languages like GLSL often feature so-called swizzle expressions, which may be used to freely select and arrange a vector's components. For example, `variable.x`, `variable.xzy` and `variable.zxyy` respectively form a scalar, a 3D vector and a 4D vector. The result of a swizzle expression in GLSL can be either an R-value or an L-value. Swizzle expressions can be written with characters from exactly one of `xyzw` (usually for positions), `rgba` (usually for colors), and `stpq` (usually for texture coordinates).
```cpp
```glsl
vec4 A;
vec2 B;
@ -700,6 +700,19 @@ Include `<glm/ext/scalar_int_sized.hpp>` to use these features.
This extension exposes sized and unsigned integer types.
```cpp
#include<glm/ext/scalar_common.hpp>
glm::uint64 pack(glm::uint32 A, glm::uint16 B, glm::uint8 C, glm::uint8 D)