linearly 0.34.2 → 0.35.2

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Files changed (56) hide show
  1. package/README.md +9 -8
  2. package/lib/cjs/mat2.d.ts +20 -5
  3. package/lib/cjs/mat2.d.ts.map +1 -1
  4. package/lib/cjs/mat2.js +35 -5
  5. package/lib/cjs/mat2d.d.ts +7 -3
  6. package/lib/cjs/mat2d.d.ts.map +1 -1
  7. package/lib/cjs/mat2d.js +7 -3
  8. package/lib/cjs/mat3.d.ts +1 -0
  9. package/lib/cjs/mat3.d.ts.map +1 -1
  10. package/lib/cjs/mat3.js +2 -1
  11. package/lib/cjs/mat4.d.ts +43 -16
  12. package/lib/cjs/mat4.d.ts.map +1 -1
  13. package/lib/cjs/mat4.js +73 -17
  14. package/lib/cjs/quat.d.ts +31 -3
  15. package/lib/cjs/quat.d.ts.map +1 -1
  16. package/lib/cjs/quat.js +177 -7
  17. package/lib/cjs/scalar.d.ts +141 -10
  18. package/lib/cjs/scalar.d.ts.map +1 -1
  19. package/lib/cjs/scalar.js +156 -11
  20. package/lib/cjs/vec2.d.ts +189 -34
  21. package/lib/cjs/vec2.d.ts.map +1 -1
  22. package/lib/cjs/vec2.js +354 -46
  23. package/lib/cjs/vec3.d.ts +143 -25
  24. package/lib/cjs/vec3.d.ts.map +1 -1
  25. package/lib/cjs/vec3.js +297 -44
  26. package/lib/cjs/vec4.d.ts +127 -30
  27. package/lib/cjs/vec4.d.ts.map +1 -1
  28. package/lib/cjs/vec4.js +292 -54
  29. package/lib/esm/mat2.d.ts +20 -5
  30. package/lib/esm/mat2.d.ts.map +1 -1
  31. package/lib/esm/mat2.js +35 -5
  32. package/lib/esm/mat2d.d.ts +7 -3
  33. package/lib/esm/mat2d.d.ts.map +1 -1
  34. package/lib/esm/mat2d.js +7 -3
  35. package/lib/esm/mat3.d.ts +1 -0
  36. package/lib/esm/mat3.d.ts.map +1 -1
  37. package/lib/esm/mat3.js +2 -1
  38. package/lib/esm/mat4.d.ts +43 -16
  39. package/lib/esm/mat4.d.ts.map +1 -1
  40. package/lib/esm/mat4.js +73 -17
  41. package/lib/esm/quat.d.ts +31 -3
  42. package/lib/esm/quat.d.ts.map +1 -1
  43. package/lib/esm/quat.js +177 -7
  44. package/lib/esm/scalar.d.ts +141 -10
  45. package/lib/esm/scalar.d.ts.map +1 -1
  46. package/lib/esm/scalar.js +156 -11
  47. package/lib/esm/vec2.d.ts +189 -34
  48. package/lib/esm/vec2.d.ts.map +1 -1
  49. package/lib/esm/vec2.js +354 -46
  50. package/lib/esm/vec3.d.ts +143 -25
  51. package/lib/esm/vec3.d.ts.map +1 -1
  52. package/lib/esm/vec3.js +297 -44
  53. package/lib/esm/vec4.d.ts +127 -30
  54. package/lib/esm/vec4.d.ts.map +1 -1
  55. package/lib/esm/vec4.js +292 -54
  56. package/package.json +1 -1
package/lib/cjs/vec2.d.ts CHANGED
@@ -9,6 +9,7 @@ import { vec3 } from './vec3';
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  export type vec2 = readonly [x: number, y: number];
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  /**
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  * Functions for {@link vec2}, a 2D vector.
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+ * @category Modules
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  */
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  export declare namespace vec2 {
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  /**
@@ -35,55 +36,67 @@ export declare namespace vec2 {
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  */
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  const one: vec2;
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  /**
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- * An unit vector pointing toward positiove X. Same as `[1, 0]`
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+ * A unit vector pointing toward positive X. Same as `[1, 0]`
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  * @category Constants
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  */
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  const unitX: vec2;
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  /**
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- * An unit vector pointing toward positiove Y. Same as `[0, 1]`
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+ * A unit vector pointing toward positive Y. Same as `[0, 1]`
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  * @category Constants
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  */
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  const unitY: vec2;
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  /**
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- * Add the given vectors
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+ * Adds the given vectors
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  */
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- function add(...vs: vec2[]): vec2;
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+ function add(...vs: (vec2 | number)[]): vec2;
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  /**
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  * Subtracts the given vec2's. When the argument is a single vector, it negates it. Otherwise, it subtracts from left to right.
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+ *
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+ * @shorthands
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+ * - {@link sub}
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  */
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- function subtract(...vs: vec2[]): vec2;
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+ function subtract(...vs: (vec2 | number)[]): vec2;
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  /**
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  * Alias for {@link vec2.subtract}
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  * @category Shorthands
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- *
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- * @shorthands
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- * - {@link vec2.sub}
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  */
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  const sub: typeof subtract;
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  /**
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- * Subtracts b from a
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+ * Subtracts `a` from `b` component-wise
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+ */
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+ function delta(a: vec2 | number, b: vec2 | number): vec2;
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+ /**
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+ * Multiplies the given vec2's component-wise
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+ *
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+ * @shorthands
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+ * - {@link mul}
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  */
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- function delta(a: vec2, b: vec2): vec2;
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- function multiply(...vs: vec2[]): vec2;
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+ function multiply(...vs: (vec2 | number)[]): vec2;
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  /**
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  * Alias for {@link vec2.multiply}
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  * @category Shorthands
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+ */
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+ const mul: typeof multiply;
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+ /**
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+ * Divides the given vec2's component-wise
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  *
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  * @shorthands
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- * - {@link vec2.mul}
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+ * - {@link div}
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  */
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- const mul: typeof multiply;
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- function divide(...vs: vec2[]): vec2;
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+ function divide(...vs: (vec2 | number)[]): vec2;
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  /**
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  * Alias for {@link vec2.divide}
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  * @category Shorthands
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- *
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- * @shorthands
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- * - {@link vec2.div}
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  */
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  const div: typeof divide;
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- function min(...vs: vec2[]): vec2;
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- function max(...vs: vec2[]): vec2;
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+ /**
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+ * Returns the component-wise minimum of the given vec2's
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+ */
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+ function min(...vs: (vec2 | number)[]): vec2;
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+ /**
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+ * Returns the component-wise maximum of the given vec2's
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+ */
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+ function max(...vs: (vec2 | number)[]): vec2;
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  /**
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  * Constrain a value to lie between two further values
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  * @see https://thebookofshaders.com/glossary/?search=clamp
@@ -92,15 +105,24 @@ export declare namespace vec2 {
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  * @param max the upper end of the range into which to constrain `v`
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  */
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  function clamp(v: vec2, min: vec2 | number, max: vec2 | number): vec2;
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+ /**
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+ * Returns the absolute value of each component of a vec2
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+ */
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  function abs(v: vec2): vec2;
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  /**
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- * symmetric round the components of a vec2
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+ * Symmetric round the components of a vec2
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  */
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  function round(a: vec2): vec2;
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+ /**
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+ * Applies Math.ceil to each component of a vec2
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+ */
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  function ceil(a: vec2): vec2;
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+ /**
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+ * Applies Math.floor to each component of a vec2
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+ */
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  function floor(a: vec2): vec2;
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  /**
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- * Math.sign the components of a vec2
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+ * Applies Math.sign to each component of a vec2
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  */
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  function sign(v: vec2): vec2;
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  /**
@@ -114,7 +136,7 @@ export declare namespace vec2 {
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  */
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  function fract(a: vec2): vec2;
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  /**
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- * Compute value of one parameter module another. This is computed as x - y * floor(x/y). Unlike JavaScript's `%` operator, the sign of result always matches to `b`.
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+ * Computes the value of one parameter modulo another. This is computed as x - y * floor(x/y). Unlike JavaScript's `%` operator, the sign of result always matches to `b`.
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  * @see https://thebookofshaders.com/glossary/?search=mod
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  */
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  function mod(a: vec2, b: vec2 | number): vec2;
@@ -170,7 +192,7 @@ export declare namespace vec2 {
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  */
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  function squaredDistance(a: vec2, b: vec2): number;
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  /**
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- * Alias for {@link vec2.squaredEquals}
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+ * Alias for {@link vec2.squaredDistance}
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  * @category Shorthands
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  */
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  const sqrDist: typeof squaredDistance;
@@ -238,11 +260,56 @@ export declare namespace vec2 {
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  * Returns the result of `v` subtracted from {@link vec2.one}.
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  */
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  function oneMinus(v: vec2): vec2;
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+ /**
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+ * Normalizes a vec2 to unit length. Returns the zero vector if the input has zero length.
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+ */
241
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  function normalize(v: vec2): vec2;
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+ /**
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+ * Calculates the dot product of two vec2's
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+ */
242
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  function dot(a: vec2, b: vec2): number;
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+ /**
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+ * Computes the cross product of two vec2's. Returns a vec3 with x and y components set to 0.
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+ */
243
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  function cross(a: vec2, b: vec2): vec3;
244
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  /**
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- * Linearly interpolate between two numbers. Same as GLSL's bulit-in `mix` function.
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+ * Reflects incident vector `I` about normal `N`. The normal `N` should be normalized.
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+ * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/reflect.xhtml
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+ * @param I Incident vector
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+ * @param N Normal vector (should be normalized)
280
+ */
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+ function reflect(I: vec2, N: vec2): vec2;
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+ /**
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+ * Computes the refraction vector for incident vector `I`, surface normal `N`, and ratio of indices of refraction `eta`. The normal `N` should be normalized.
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+ * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/refract.xhtml
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+ * @param I Incident vector
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+ * @param N Normal vector (should be normalized)
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+ * @param eta Ratio of indices of refraction
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+ * @returns The refraction vector, or zero vector for total internal reflection
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+ */
290
+ function refract(I: vec2, N: vec2, eta: number): vec2;
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+ /**
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+ * Orients a normal to point away from a surface as defined by its incident vector. Returns `N` if `dot(Nref, I) < 0`, otherwise returns `-N`.
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+ * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/faceforward.xhtml
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+ * @param N Normal vector
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+ * @param I Incident vector
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+ * @param Nref Reference normal
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+ */
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+ function faceforward(N: vec2, I: vec2, Nref: vec2): vec2;
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+ /**
300
+ * Projects vector `a` onto vector `b`.
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+ * @param a The vector to project
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+ * @param b The vector to project onto
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+ */
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+ function project(a: vec2, b: vec2): vec2;
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+ /**
306
+ * Computes the rejection of vector `a` from vector `b` (the component of `a` perpendicular to `b`).
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+ * @param a The vector to reject
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+ * @param b The vector to reject from
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+ */
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+ function reject(a: vec2, b: vec2): vec2;
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+ /**
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+ * Linearly interpolates between two vec2's. Same as GLSL's built-in `mix` function.
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  * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/mix.xhtml
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  *
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  * @shorthands
@@ -269,6 +336,24 @@ export declare namespace vec2 {
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  * @category Shorthands
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  */
271
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  const invlerp: typeof inverseLerp;
339
+ /**
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+ * Performs a spherical linear interpolation between two vec2's
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+ */
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+ function slerp(a: vec2, b: vec2, t: number): vec2;
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+ /**
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+ * Performs a hermite interpolation with two control points
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+ *
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+ * @param a the first operand
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+ * @param b the second operand
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+ * @param c the third operand
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+ * @param d the fourth operand
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+ * @param t interpolation amount, in the range [0-1], between the two inputs
351
+ */
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+ function hermite(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
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+ /**
354
+ * Performs a bezier interpolation with two control points
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+ */
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+ function bezier(a: vec2, b: vec2, c: vec2, d: vec2, t: number): vec2;
272
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  /**
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  * Takes the value in the range `(omin, omax)` and shifts it to the corresponding value in the new range `(nmin, nmax)`. The function clamps the given value the range `(omin, omax)` before fitting, so the resulting value will be guaranteed to be in the range `(nmin, nmax)`. To avoid clamping use efit instead.
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  * @see https://www.sidefx.com/docs/houdini/vex/functions/fit.html
@@ -291,7 +376,24 @@ export declare namespace vec2 {
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  * @returns
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  */
293
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  function efit(value: vec2, omin: vec2, omax: vec2, nmin: vec2, nmax: vec2): vec2;
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+ /**
380
+ * Takes the value in the range `(0, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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+ * @see https://www.sidefx.com/docs/houdini/vex/functions/fit01.html
382
+ */
383
+ function fit01(value: vec2, nmin: vec2, nmax: vec2): vec2;
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+ /**
385
+ * Takes the value in the range `(-1, 1)` and shifts it to the corresponding value in the new range `(nmin, nmax)`.
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+ * @see https://www.sidefx.com/docs/houdini/vex/functions/fit11.html
387
+ */
388
+ function fit11(value: vec2, nmin: vec2, nmax: vec2): vec2;
389
+ /**
390
+ * Transforms the vec2 with a mat2
391
+ */
294
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  function transformMat2(a: vec2, m: mat2): vec2;
393
+ /**
394
+ * Transforms the vec2 with a mat2d
395
+ * 3rd vector component is implicitly '1'
396
+ */
295
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  function transformMat2d(a: vec2, m: mat2d): vec2;
296
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  /**
297
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  * Transforms the vec2 with a mat3
@@ -355,7 +457,7 @@ export declare namespace vec2 {
355
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  * @param v The value to be used to generate the step function.
356
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  * @returns
357
459
  */
358
- function step(edge: vec2 | number, v: vec2): vec2;
460
+ function step(edge: vec2 | number, v: vec2 | number): vec2;
359
461
  /**
360
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  * Perform Hermite interpolation between two values.
361
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  * @see https://registry.khronos.org/OpenGL-Refpages/gl4/html/smoothstep.xhtml
@@ -364,7 +466,7 @@ export declare namespace vec2 {
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  * @param x Source value for interpolation.
365
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  * @returns
366
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  */
367
- function smoothstep(edge0: vec2, edge1: vec2, x: vec2): number[];
469
+ function smoothstep(edge0: vec2 | number, edge1: vec2 | number, x: vec2): number[];
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  /**
369
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  * Converts the components of a vec2 from radians to degrees
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  * @param rad The input vec2 in radians
@@ -395,18 +497,18 @@ export declare namespace vec2 {
395
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  const rad: typeof radians;
396
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  /**
397
499
  * Returns the sine of a number.
398
- * @param deg A angle in degrees
399
- * */
500
+ * @param deg An angle in degrees
501
+ */
400
502
  function sin(deg: vec2): vec2;
401
503
  /**
402
504
  * Returns the cosine of a number.
403
- * @param deg A angle in degrees
404
- * */
505
+ * @param deg An angle in degrees
506
+ */
405
507
  function cos(deg: vec2): vec2;
406
508
  /**
407
509
  * Returns the tangent of a number.
408
- * @param deg A angle in degrees
409
- * */
510
+ * @param deg An angle in degrees
511
+ */
410
512
  function tan(deg: vec2): vec2;
411
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  /**
412
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  * Returns the arcsine of a number.
@@ -436,15 +538,30 @@ export declare namespace vec2 {
436
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  * @see https://thebookofshaders.com/glossary/?search=atan
437
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  * */
438
540
  function atan2(y: vec2, x: vec2): vec2;
439
- function pow(a: vec2, b: vec2): vec2;
541
+ /**
542
+ * Returns the base to the exponent power, component-wise
543
+ */
544
+ function pow(a: vec2, b: vec2 | number): vec2;
545
+ /**
546
+ * Returns e raised to the power of each component
547
+ */
440
548
  function exp(v: vec2): vec2;
549
+ /**
550
+ * Returns the natural logarithm of each component
551
+ */
441
552
  function log(v: vec2): vec2;
442
553
  /**
443
554
  * Returns 2 raised to the power of the parameter
444
- * @param v the value of the powe to which 2 will be raised
555
+ * @param v the value of the power to which 2 will be raised
445
556
  */
446
557
  function exp2(v: vec2): vec2;
558
+ /**
559
+ * Returns the base-2 logarithm of each component
560
+ */
447
561
  function log2(v: vec2): vec2;
562
+ /**
563
+ * Returns the square root of each component
564
+ */
448
565
  function sqrt(v: vec2): vec2;
449
566
  /**
450
567
  * Returns the inverse of the square root of the parameter
@@ -460,6 +577,44 @@ export declare namespace vec2 {
460
577
  * @category Shorthands
461
578
  */
462
579
  const invsqrt: typeof inverseSqrt;
580
+ /**
581
+ * Returns the hyperbolic sine of each component
582
+ */
583
+ function sinh(v: vec2): vec2;
584
+ /**
585
+ * Returns the hyperbolic cosine of each component
586
+ */
587
+ function cosh(v: vec2): vec2;
588
+ /**
589
+ * Returns the hyperbolic tangent of each component
590
+ */
591
+ function tanh(v: vec2): vec2;
592
+ /**
593
+ * Returns the inverse hyperbolic sine of each component
594
+ */
595
+ function asinh(v: vec2): vec2;
596
+ /**
597
+ * Returns the inverse hyperbolic cosine of each component
598
+ */
599
+ function acosh(v: vec2): vec2;
600
+ /**
601
+ * Returns the inverse hyperbolic tangent of each component
602
+ */
603
+ function atanh(v: vec2): vec2;
604
+ /**
605
+ * Clamps each component to [0, 1]. Equivalent to HLSL's `saturate`.
606
+ */
607
+ function saturate(v: vec2): vec2;
608
+ /**
609
+ * Returns the sum of all components of a vector.
610
+ * Equivalent to GLM's `glm::compAdd`.
611
+ */
612
+ function compAdd(v: vec2): number;
613
+ /**
614
+ * Returns the product of all components of a vector.
615
+ * Equivalent to GLM's `glm::compMul`.
616
+ */
617
+ function compMul(v: vec2): number;
463
618
  /**
464
619
  * Returns whether or not the vectors exactly have the same elements in the same position (when compared with `===`)
465
620
  *
@@ -1 +1 @@
1
- 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