#include <glm/ext/matrix_common.hpp> #include <glm/ext/matrix_double4x4.hpp> #include <glm/ext/matrix_float4x4.hpp> #include <glm/ext/matrix_relational.hpp> #include <glm/ext/vector_bool4.hpp> static int test_mix() { int Error = 0; { glm::mat4 A(2); glm::mat4 B(4); glm::mat4 C = glm::mix(A, B, 0.5f); glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::mat4 A(2); glm::mat4 B(4); glm::mat4 C = glm::mix(A, B, 0.5); glm::bvec4 const D = glm::equal(C, glm::mat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::dmat4 A(2); glm::dmat4 B(4); glm::dmat4 C = glm::mix(A, B, 0.5); glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1); Error += glm::all(D) ? 0 : 1; } { glm::dmat4 A(2); glm::dmat4 B(4); glm::dmat4 C = glm::mix(A, B, 0.5f); glm::bvec4 const D = glm::equal(C, glm::dmat4(3), 1); Error += glm::all(D) ? 0 : 1; } return Error; } int main() { int Error = 0; Error += test_mix(); return Error; }