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					@ -155,7 +155,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T zNear, T zFar | 
				
			
			
		
	
		
			
				
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						) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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								return orthoLH(left, right, bottom, top, zNear, zFar); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
		
			
				
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								return orthoRH(left, right, bottom, top, zNear, zFar); | 
				
			
			
		
	
	
		
			
				
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					@ -176,7 +176,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[3][0] = - (right + left) / (right - left); | 
				
			
			
		
	
		
			
				
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							Result[3][1] = - (top + bottom) / (top - bottom); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = static_cast<T>(1) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = - zNear / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -201,7 +201,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[3][0] = - (right + left) / (right - left); | 
				
			
			
		
	
		
			
				
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							Result[3][1] = - (top + bottom) / (top - bottom); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = - static_cast<T>(1) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = - zNear / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -236,7 +236,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T nearVal, T farVal | 
				
			
			
		
	
		
			
				
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						) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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								return frustumLH(left, right, bottom, top, nearVal, farVal); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
		
			
				
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								return frustumRH(left, right, bottom, top, nearVal, farVal); | 
				
			
			
		
	
	
		
			
				
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					@ -258,7 +258,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[2][1] = (top + bottom) / (top - bottom); | 
				
			
			
		
	
		
			
				
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							Result[2][3] = static_cast<T>(1); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = farVal / (farVal - nearVal); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -284,7 +284,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[2][1] = (top + bottom) / (top - bottom); | 
				
			
			
		
	
		
			
				
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							Result[2][3] = static_cast<T>(-1); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = farVal / (nearVal - farVal); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(farVal * nearVal) / (farVal - nearVal); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -304,7 +304,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T zFar | 
				
			
			
		
	
		
			
				
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						) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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								return perspectiveLH(fovy, aspect, zNear, zFar); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
		
			
				
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								return perspectiveRH(fovy, aspect, zNear, zFar); | 
				
			
			
		
	
	
		
			
				
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					@ -328,7 +328,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[1][1] = static_cast<T>(1) / (tanHalfFovy); | 
				
			
			
		
	
		
			
				
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							Result[2][3] = - static_cast<T>(1); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = zFar / (zNear - zFar); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(zFar * zNear) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -356,7 +356,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[1][1] = static_cast<T>(1) / (tanHalfFovy); | 
				
			
			
		
	
		
			
				
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							Result[2][3] = static_cast<T>(1); | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = zFar / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(zFar * zNear) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -375,7 +375,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T zNear, T zFar | 
				
			
			
		
	
		
			
				
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						) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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								return perspectiveFovLH(fov, width, height, zNear, zFar); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
		
			
				
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								return perspectiveFovRH(fov, width, height, zNear, zFar); | 
				
			
			
		
	
	
		
			
				
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					@ -403,7 +403,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[1][1] = h; | 
				
			
			
		
	
		
			
				
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							Result[2][3] = - static_cast<T>(1); | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = zFar / (zNear - zFar); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(zFar * zNear) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -435,7 +435,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							Result[1][1] = h; | 
				
			
			
		
	
		
			
				
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							Result[2][3] = static_cast<T>(1); | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								Result[2][2] = zFar / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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								Result[3][2] = -(zFar * zNear) / (zFar - zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
	
		
			
				
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					@ -454,7 +454,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							T zNear | 
				
			
			
		
	
		
			
				
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						) | 
				
			
			
		
	
		
			
				
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						{ | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
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								return infinitePerspectiveLH(fovy, aspect, zNear); | 
				
			
			
		
	
		
			
				
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					#		else | 
				
			
			
		
	
		
			
				
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								return infinitePerspectiveRH(fovy, aspect, zNear); | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -557,7 +557,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							tmp = proj * tmp; | 
				
			
			
		
	
		
			
				
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 | 
				
			
			
		
	
		
			
				
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							tmp /= tmp.w; | 
				
			
			
		
	
		
			
				
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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								tmp.x = tmp.x * T(0.5) + T(0.5); | 
				
			
			
		
	
		
			
				
					 | 
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								tmp.y = tmp.y * T(0.5) + T(0.5); | 
				
			
			
		
	
		
			
				
					 | 
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					#		else | 
				
			
			
		
	
	
		
			
				
					| 
						
						
						
							
								
							
						
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					@ -583,7 +583,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
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							tvec4<T, P> tmp = tvec4<T, P>(win, T(1)); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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							tmp.x = (tmp.x - T(viewport[0])) / T(viewport[2]); | 
				
			
			
		
	
		
			
				
					 | 
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							tmp.y = (tmp.y - T(viewport[1])) / T(viewport[3]); | 
				
			
			
		
	
		
			
				
					 | 
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					#		ifdef GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
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					#		if GLM_DEPTH_CLIP_SPACE == GLM_DEPTH_ZERO_TO_ONE | 
				
			
			
		
	
		
			
				
					 | 
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								tmp.x = tmp.x * T(2) - T(1); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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				 | 
				
								tmp.y = tmp.y * T(2) - T(1); | 
				
			
			
		
	
		
			
				
					 | 
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					#		else | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
							
								
							
						
						
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					@ -628,7 +628,7 @@ namespace glm | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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				 | 
				
							tvec3<T, P> const & up | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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						) | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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						{ | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
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					#		ifdef GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#		if GLM_COORDINATE_SYSTEM == GLM_LEFT_HANDED | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
								return lookAtLH(eye, center, up); | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
					#		else | 
				
			
			
		
	
		
			
				
					 | 
					 | 
				
				 | 
				 | 
				
								return lookAtRH(eye, center, up); | 
				
			
			
		
	
	
		
			
				
					| 
						
							
								
							
						
						
						
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  |