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https://github.com/libretro/RetroArch
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180 lines
6.2 KiB
C
180 lines
6.2 KiB
C
/* Copyright (C) 2010-2017 The RetroArch team
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*
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* ---------------------------------------------------------------------------------------
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* The following license statement only applies to this file (matrix_4x4.h).
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* ---------------------------------------------------------------------------------------
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*
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* Permission is hereby granted, free of charge,
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* to any person obtaining a copy of this software and associated documentation files (the "Software"),
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* to deal in the Software without restriction, including without limitation the rights to
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* use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software,
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* and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
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* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
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* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
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*/
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#ifndef __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
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#define __LIBRETRO_SDK_GFX_MATH_MATRIX_4X4_H__
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#include <retro_inline.h>
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#include <retro_common_api.h>
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#include <math.h>
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#include <gfx/math/vector_3.h>
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/* Column-major matrix (OpenGL-style).
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* Reimplements functionality from FF OpenGL pipeline to be able
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* to work on GLES 2.0 and modern GL variants.
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*/
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#define MAT_ELEM_4X4(mat, row, column) ((mat).data[4 * (column) + (row)])
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RETRO_BEGIN_DECLS
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typedef struct math_matrix_4x4
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{
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float data[16];
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} math_matrix_4x4;
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/*
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* Sets mat to an identity matrix
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*/
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#define matrix_4x4_identity(mat) \
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MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \
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MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \
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MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
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MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f
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void matrix_4x4_copy(math_matrix_4x4 *dst, const math_matrix_4x4 *src);
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void matrix_4x4_transpose(math_matrix_4x4 *out, const math_matrix_4x4 *in);
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void matrix_4x4_rotate_x(math_matrix_4x4 *mat, float rad);
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void matrix_4x4_rotate_y(math_matrix_4x4 *mat, float rad);
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/*
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* Builds a rotation matrix using the
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* rotation around the Z-axis.
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*/
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#define matrix_4x4_rotate_z(mat, radians) \
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{ \
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float cosine = cosf(radians); \
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float sine = sinf(radians); \
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MAT_ELEM_4X4(mat, 0, 0) = cosine; \
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MAT_ELEM_4X4(mat, 0, 1) = -sine; \
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MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 0) = sine; \
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MAT_ELEM_4X4(mat, 1, 1) = cosine; \
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MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
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MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
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}
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/*
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* Creates an orthographic projection matrix.
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*/
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#define matrix_4x4_ortho(mat, left, right, bottom, top, znear, zfar) \
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{ \
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float rl = (right) - (left); \
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float tb = (top) - (bottom); \
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float fn = (zfar) - (znear); \
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MAT_ELEM_4X4(mat, 0, 0) = 2.0f / rl; \
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MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 3) = -((left) + (right)) / rl; \
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MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 1) = 2.0f / tb; \
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MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 3) = -((top) + (bottom)) / tb; \
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MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 2) = -2.0f / fn; \
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MAT_ELEM_4X4(mat, 2, 3) = -((zfar) + (znear)) / fn; \
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MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f; \
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}
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void matrix_4x4_lookat(math_matrix_4x4 *out,
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vec3_t eye,
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vec3_t center,
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vec3_t up);
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void matrix_4x4_multiply(math_matrix_4x4 *out, const math_matrix_4x4 *a, const math_matrix_4x4 *b);
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#define matrix_4x4_scale(mat, x, y, z) \
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MAT_ELEM_4X4(mat, 0, 0) = x; \
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MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 1) = y; \
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MAT_ELEM_4X4(mat, 1, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 2) = z; \
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MAT_ELEM_4X4(mat, 2, 3) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f
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/*
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* Builds a translation matrix. All other elements in
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* the matrix will be set to zero except for the
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* diagonal which is set to 1.0
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*/
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#define matrix_4x4_translate(mat, x, y, z) \
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MAT_ELEM_4X4(mat, 0, 0) = 1.0f; \
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MAT_ELEM_4X4(mat, 0, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 0, 3) = x; \
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MAT_ELEM_4X4(mat, 1, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 1, 1) = 1.0f; \
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MAT_ELEM_4X4(mat, 1, 2) = 1.0f; \
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MAT_ELEM_4X4(mat, 1, 3) = y; \
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MAT_ELEM_4X4(mat, 2, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 2, 2) = 1.0f; \
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MAT_ELEM_4X4(mat, 2, 3) = z; \
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MAT_ELEM_4X4(mat, 3, 0) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 1) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 2) = 0.0f; \
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MAT_ELEM_4X4(mat, 3, 3) = 1.0f
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void matrix_4x4_projection(math_matrix_4x4 *out, float y_fov, float aspect, float znear, float zfar);
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RETRO_END_DECLS
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#endif
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