2024-08-11 17:38:06 +00:00
										 
									 
								 
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								vec3 localToWorld( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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								{
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								  return ( _MODEL_MATRIX * vec4( _VERTEX, 1.0 ) ).xyz;
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											2024-08-11 17:38:06 +00:00
										 
									 
								 
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								}
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec3 localToWorldDirection( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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								{
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								  mat4 mw = _MODEL_MATRIX;
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								  mw[ 3 ][ 0 ] = 0.0;
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								  mw[ 3 ][ 1 ] = 0.0;
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								  mw[ 3 ][ 2 ] = 0.0;
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								  mw[ 3 ][ 3 ] = 1.0;
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								  return ( mw * vec4( _VERTEX, 1.0 ) ).xyz;
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								}
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											2024-08-11 17:38:06 +00:00
										 
									 
								 
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								vec3 worldToLocal( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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								{
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								  return ( inverse( _MODEL_MATRIX ) * vec4( _VERTEX, 1.0 ) ).xyz;
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								}
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec3 extractScale( mat3 _MODEL_NORMAL_MATRIX )
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								{
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								  mat3 m = _MODEL_NORMAL_MATRIX;
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								  float x = length( vec3( m[ 0 ][ 0 ], m[ 1 ][ 0 ], m[ 2 ][ 0 ] ) ); 
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								  float y = length( vec3( m[ 0 ][ 1 ], m[ 1 ][ 1 ], m[ 2 ][ 1 ] ) ); 
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								  float z = length( vec3( m[ 0 ][ 2 ], m[ 1 ][ 2 ], m[ 2 ][ 2 ] ) ); 
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								  return vec3( x, y, z );
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								}
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											2024-09-14 06:41:52 +00:00
										 
									 
								 
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								vec2 tilingOffset( vec2 uv, vec4 tilingOffset )
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								{
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								  uv *= tilingOffset.xy;
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								  uv += tilingOffset.zw;
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								  return uv;
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								}
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								vec2 tilingOffsetRepeat( vec2 uv, vec4 tilingOffset )
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								{
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								  uv *= tilingOffset.xy;
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								  uv += tilingOffset.zw;
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								  return mod( uv, vec2(1,1) );
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								}
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								vec3 billboardWorldOffset( vec2 _UV, mat4 _INV_VIEW_MATRIX, mat4 _MODEL_MATRIX  )
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								{
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								  vec2 mappedUV = mix( vec2(-1,1), vec2( 1, -1 ), _UV );
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								  vec4 offset = vec4( mappedUV.x, mappedUV.y, 0, 0 );
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								  offset = _INV_VIEW_MATRIX * offset;
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								  mat4 mw = _MODEL_MATRIX;
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								  mw[ 3 ][ 0 ] = 0.0;
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								  mw[ 3 ][ 1 ] = 0.0;
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								  mw[ 3 ][ 2 ] = 0.0;
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								  vec3 worldOffset = worldToLocal( offset.xyz, mw );
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								  worldOffset = normalize( worldOffset );
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								  return worldOffset;
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								}
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								vec2 rotate_v2( vec2 uv, float angle )
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								{
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								  float s = sin( angle );
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								  float c = cos( angle );
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								  float x = uv.x;
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								  float y = uv.y; 
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								  uv.x = c * x - s * y;
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								  uv.y = s * x + c * y;
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								  return uv;
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								}
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								vec2 rotateAround_v2( vec2 uv, float angle, vec2 pivot )
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								{
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								  uv -= pivot;
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								  uv =  rotate_v2( uv, angle );
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								  uv += pivot;
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								  return uv;
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								}
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											2025-01-08 18:46:17 +00:00
										 
									 
								 
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								vec2 rotateAroundTexture_v2( vec2 uv, float angle, vec2 pivot, vec2 textureSize ) 
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								{
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								    vec2 p = uv;
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								    float aspect = textureSize.x / textureSize.y;
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								    float cosA = cos( angle );
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								    float sinA = sin( angle );
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								    mat2 rotMat = mat2( 
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								      vec2( cosA, -sinA ), 
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								      vec2( sinA, cosA )
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								     );
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								    rotMat = mat2( 
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								      vec2( cosA, -sinA ), 
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								      vec2( sinA, cosA )
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								     );
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								    p -= pivot;
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								    p.y *= 1.0 / aspect;
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								    p *= rotMat;
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								    p.y *= aspect;
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								    p += pivot;
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								    return p;
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								  }
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											2025-01-03 12:09:23 +00:00
										 
									 
								 
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								vec3 cameraWorldPosition( mat4 _INV_VIEW_MATRIX )
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								{
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								  return (_INV_VIEW_MATRIX * vec4(vec3(0.0), 1.0)).xyz;
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								}
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								vec3 cameraWorldForward( mat4 _INV_VIEW_MATRIX )
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								{
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								  vec3 pos = cameraWorldPosition( _INV_VIEW_MATRIX );
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								  return normalize( (_INV_VIEW_MATRIX * vec4( vec3(0.0,0.0,1.0), 1.0)).xyz - pos );
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											2025-01-08 18:46:17 +00:00
										 
									 
								 
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								}
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								mat3 identity_m3()
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								{
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								  return mat3(
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								    vec3( 1, 0, 0 ),
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								    vec3( 0, 1, 0 ),
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								    vec3( 0, 0, 1 )
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								  );
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								} 
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								mat3 translate_m3( vec2 translation )
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								{
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								  return mat3(
							 | 
						
					
						
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								    vec3( 1, 0, translation.x ),
							 | 
						
					
						
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								    vec3( 0, 1, translation.y ),
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								    vec3( 0, 0, 1 )
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								  );
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								}
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								mat3 scale_m3( vec2 scale )
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								{
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								  return mat3(
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								    vec3( scale.x, 0, 0 ),
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								    vec3( 0, scale.y, 0 ),
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								    vec3( 0, 0, 1 )
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								  );
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								}
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								mat3 scalePivot_m3( vec2 scale, vec2 pivot )
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								{
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								  return translate_m3( -pivot ) * scale_m3( scale ) * translate_m3( pivot );
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								}
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								mat3 rotate_m3( float radiansAngle )
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								{
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								  float c = cos( radiansAngle );
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								  float s = sin( radiansAngle );
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								  return mat3(
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								    vec3( c, -s, 0 ),
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								    vec3( s,  c, 0 ),
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								    vec3( 0,  0, 1 )
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								  );
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								}
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								mat3 rotatePivot_m3( float radiansAngle, vec2 pivot )
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								{
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								  return translate_m3( -pivot ) * rotate_m3( radiansAngle ) * translate_m3( pivot );
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								}
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								mat3 rotatePivotAspect_m3( float radiansAngle, vec2 pivot, float aspect )
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								{
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								  return translate_m3( -pivot ) * 
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								         scale_m3( vec2( 1, 1.0/aspect ) ) * 
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								         rotate_m3( radiansAngle ) * 
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								         scale_m3( vec2( 1, aspect ) ) *
							 | 
						
					
						
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								         translate_m3( pivot );
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								}
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								vec2 applyMatrix_m3v2( mat3 matrix, vec2 point )
							 | 
						
					
						
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								{
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								  float x = point.x;
							 | 
						
					
						
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								  float y = point.y;
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								  // float ox = matrix[ 0 ] * x + matrix[ 3 ] * y + matrix[ 6 ];
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									// float oy = matrix[ 1 ] * x + matrix[ 4 ] * y + matrix[ 7 ];
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								  // 0 1 2   0 3 6  
							 | 
						
					
						
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								  // 3 4 5   1 4 7
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								  // 6 7 8   2 5 8
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								  vec3 mx = matrix[ 0 ];
							 | 
						
					
						
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								  vec3 my = matrix[ 1 ];
							 | 
						
					
						
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								  float ox = mx.x * x + mx.y * y + mx.z;
							 | 
						
					
						
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									float oy = my.x * x + my.y * y + my.z;
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								  return vec2( ox, oy );
							 | 
						
					
						
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								}
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								vec2 applyMatrixBase_m3v2( mat3 matrix, vec2 point )
							 | 
						
					
						
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							 | 
							
							
								{
							 | 
						
					
						
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								  float x = point.x;
							 | 
						
					
						
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								  float y = point.y;
							 | 
						
					
						
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							 | 
						
					
						
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							 | 
							
							
								  vec3 mx = matrix[ 0 ];
							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  vec3 my = matrix[ 1 ];
							 | 
						
					
						
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  float ox = mx.x * x + mx.y * y;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									float oy = my.x * x + my.y * y;
							 | 
						
					
						
							| 
								
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							 | 
							
								
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							 | 
						
					
						
							| 
								
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							 | 
							
								
							 | 
							
							
								  return vec2( ox, oy );
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 |