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					#include <glm/gtc/matrix_transform.hpp> | 
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					#include <glm/gtc/matrix_transform.hpp> | 
				
			
			
		
	
		
		
			
				
					
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					#include <glm/gtc/constants.hpp> | 
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					#include <glm/gtc/constants.hpp> | 
				
			
			
		
	
		
		
			
				
					
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					#include <glm/ext/matrix_relational.hpp> | 
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					#include <glm/ext/matrix_relational.hpp> | 
				
			
			
		
	
		
		
			
				
					
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					#include <glm/ext/scalar_relational.hpp> | 
				
			
			
		
	
		
		
			
				
					
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					int test_perspective() | 
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					int test_perspective() | 
				
			
			
		
	
		
		
			
				
					
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						int Error = 0; | 
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						int Error = 0; | 
				
			
			
		
	
		
		
			
				
					
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						glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f); | 
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						const float Near = 0.1f; | 
				
			
			
				
				
			
		
	
		
		
	
		
		
			
				
					
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						const float Far = 100.0f; | 
				
			
			
		
	
		
		
			
				
					
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						const float Eps = glm::epsilon<float>(); | 
				
			
			
		
	
		
		
			
				
					
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						glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); | 
				
			
			
		
	
		
		
			
				
					
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						Projection = glm::perspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							N /= N.w; | 
				
			
			
		
	
		
		
			
				
					
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							F /= F.w; | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(N.z, 0.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(F.z, 1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						Projection = glm::perspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near, Far); | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Far, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							N /= N.w; | 
				
			
			
		
	
		
		
			
				
					
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							F /= F.w; | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(N.z, -1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(F.z, 1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						return Error; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
				
			
			
		
	
		
		
			
				
					
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					int test_infinitePerspective() | 
				
			
			
		
	
		
		
			
				
					
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						int Error = 0; | 
				
			
			
		
	
		
		
			
				
					
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						const float Near = 0.1f; | 
				
			
			
		
	
		
		
			
				
					
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						const float Inf = 1.0e+10f; | 
				
			
			
		
	
		
		
			
				
					
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						const float Eps = glm::epsilon<float>(); | 
				
			
			
		
	
		
		
			
				
					
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						glm::mat4 Projection = glm::infinitePerspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); | 
				
			
			
		
	
		
		
			
				
					
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						Projection = glm::infinitePerspectiveLH_ZO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							N /= N.w; | 
				
			
			
		
	
		
		
			
				
					
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							F /= F.w; | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(N.z, 0.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(F.z, 1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						Projection = glm::infinitePerspectiveLH_NO(glm::pi<float>() * 0.25f, 4.0f / 3.0f, Near); | 
				
			
			
		
	
		
		
			
				
					
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						{ | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 N = Projection * glm::vec4{0.f, 0.f, Near, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							glm::vec4 F = Projection * glm::vec4{0.f, 0.f, Inf, 1.f}; | 
				
			
			
		
	
		
		
			
				
					
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							N /= N.w; | 
				
			
			
		
	
		
		
			
				
					
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							F /= F.w; | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(N.z, -1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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							Error += glm::notEqual(F.z, 1.f, Eps); | 
				
			
			
		
	
		
		
			
				
					
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						} | 
				
			
			
		
	
		
		
			
				
					
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						return Error; | 
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						return Error; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
	
		
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -50,6 +108,7 @@ int main() | 
				
			
			
		
	
		
		
			
				
					
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						Error += test_tweakedInfinitePerspective(); | 
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						Error += test_tweakedInfinitePerspective(); | 
				
			
			
		
	
		
		
			
				
					
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						Error += test_pick(); | 
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						Error += test_pick(); | 
				
			
			
		
	
		
		
			
				
					
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						Error += test_perspective(); | 
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						Error += test_perspective(); | 
				
			
			
		
	
		
		
			
				
					
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						Error += test_infinitePerspective(); | 
				
			
			
		
	
		
		
			
				
					
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						return Error; | 
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						return Error; | 
				
			
			
		
	
		
		
			
				
					
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					} | 
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					} | 
				
			
			
		
	
	
		
		
			
				
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