88 void func(GLuint LocationMVP,
float Translate,
glm::vec2 const & Rotate)
95 glm::mat4 MVP = Projection * View * Model;
std::size_t const PositionSizeF16
std::size_t const PositionSizeF32
void func(GLuint LocationMVP, float Translate, glm::vec2 const &Rotate)
float quadraticAttenuation
GLM_FUNC_DECL genType::value_type const * value_ptr(genType const &vec)
glm::uint const PositionDataF16[VertexCount]
GLM_FUNC_DECL genType normalize(genType const &x)
GLM_FUNC_DECL detail::tvec3< T, P > cross(detail::tvec3< T, P > const &x, detail::tvec3< T, P > const &y)
glm::i32vec2 const PositionDataI32[VertexCount]
glm::vec3 computeNormal(glm::vec3 const &a, glm::vec3 const &b, glm::vec3 const &c)
std::size_t const PositionSizeI8
void glUniformMatrix4fv(GLuint, int, int, float *)
std::size_t const PositionSizeI32
glm::i8vec2 const PositionDataI8[VertexCount]
std::size_t const VertexCount
float constantAttenuation
glm::vec2 const PositionDataF32[VertexCount]
GLM_FUNC_DECL uint packUnorm2x16(vec2 const &v)