Cleanup.
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6106f8b279
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@ -570,59 +570,30 @@ uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
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mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return transpose(mat4(_0, _1, _2, _3) );
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return transpose(mat4(_0, _1, _2, _3) );
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#else
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return mat4(_0, _1, _2, _3);
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return mat4(_0, _1, _2, _3);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return mat4(_0, _1, _2, _3);
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return mat4(_0, _1, _2, _3);
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#else
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return transpose(mat4(_0, _1, _2, _3) );
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return transpose(mat4(_0, _1, _2, _3) );
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return mat3(_0, _1, _2);
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return mat3(_0, _1, _2);
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#else
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return transpose(mat3(_0, _1, _2) );
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return transpose(mat3(_0, _1, _2) );
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetRow(mat4 _0, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[0][row], _0[1][row], _0[2][row], _0[3][row]);
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#else
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return vec4(_0[row]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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vec4 mtxGetColumn(mat4 _0, uint column)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return vec4(_0[column]);
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#else
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return vec4(_0[0][column], _0[1][column], _0[2][column], _0[3][column]);
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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float mtxGetElement(mat4 _0, uint column, uint row)
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{
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#if BGFX_SHADER_LANGUAGE_GLSL
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return _0[column][row];
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#else
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return _0[row][column];
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#endif // BGFX_SHADER_LANGUAGE_GLSL
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}
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uniform vec4 u_viewRect;
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uniform vec4 u_viewTexel;
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uniform mat4 u_view;
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