//! the last component will be written to the most significant bits.
//!
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/packSnorm4x8.xml">GLSL packSnorm4x8 man page</a>
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackUnorm2x16: f / 65535.0
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//!
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//!
//! the last component will be extracted from the most significant bits.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//!
//! unpackUnorm2x16: f / 65535.0
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
//!
//! \li GLSL 4.00.08 specification, section 8.4
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm2x16.xml">GLSL unpackUnorm2x16 man page</a>
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackUnorm4x8: f / 255.0
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//!
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//!
//! the last component will be extracted from the most significant bits.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//!
//! unpackUnorm4x8: f / 255.0
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
//!
//! \li GLSL 4.00.08 specification, section 8.4
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//! the last component will be extracted from the most significant bits.
//!
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackUnorm4x8.xml">GLSL unpackUnorm4x8 man page</a>
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//! unpackSnorm4x8: clamp(f / 127.0, -1, +1)
//! First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, four 8-bit unsigned integers, or four 8-bit signed integers.
//!
//! Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.
//! The first component of the returned vector will be extracted from the least significant bits of the input;
//!
//! the last component will be extracted from the most significant bits.
//! The conversion for unpacked fixed-point value f to floating point is done as follows:
//!
//! unpackSnorm4x8: clamp(f / 127.0, -1, +1)
//! \li <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/unpackSnorm4x8.xml">GLSL unpackSnorm4x8 man page</a>
//!
//! \li GLSL 4.00.08 specification, section 8.4
//! The first component of the returned vector will be extracted from the least significant bits of the input;
@ -29,7 +29,7 @@ namespace color_cast ///< GLM_GTX_color_cast extension: Conversion between two c
usingnamespacegtx::number_precision;
usingnamespacegtx::number_precision;
/// \addtogroup gtx_color_cast
/// \addtogroup gtx_color_cast
///@{
///@{
//! Conversion of a floating value into a 8bit unsigned int value.
//! Conversion of a floating value into a 8bit unsigned int value.
//! From GLM_GTX_color_cast extension.
//! From GLM_GTX_color_cast extension.
@ -95,7 +95,7 @@ namespace color_cast ///< GLM_GTX_color_cast extension: Conversion between two c
template<typenameT>gtc::type_precision::f64vec4f64_bgra_cast(Tc);//!< \brief Conversion of a u32 or u64 color into 4 components floating color. (From GLM_GTX_color_cast extension)
template<typenameT>gtc::type_precision::f64vec4f64_bgra_cast(Tc);//!< \brief Conversion of a u32 or u64 color into 4 components floating color. (From GLM_GTX_color_cast extension)
template<typenameT>gtc::type_precision::f64vec4f64_abgr_cast(Tc);//!< \brief Conversion of a u32 or u64 color into 4 components floating color. (From GLM_GTX_color_cast extension)
template<typenameT>gtc::type_precision::f64vec4f64_abgr_cast(Tc);//!< \brief Conversion of a u32 or u64 color into 4 components floating color. (From GLM_GTX_color_cast extension)