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Merge pull request #9846 from Flarkk/shader_matrix_convention
Fix shader language matrix row/col convention
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@@ -163,8 +163,8 @@ Individual scalar members of vector types are accessed via the "x", "y", "z" and
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equivalent. Use whatever fits best for your needs.
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For matrices, use the ``m[column][row]`` indexing syntax to access each scalar,
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or ``m[idx]`` to access a vector by row index. For example, for accessing the y
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position of an object in a mat4 you use ``m[3][1]``.
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or ``m[column]`` to access a vector by column index. For example, for accessing the
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y-component of the translation from a mat4 transform matrix (4th column, 2nd line) you use ``m[3][1]`` or ``m[3].y``.
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Constructing
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~~~~~~~~~~~~
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@@ -182,7 +182,7 @@ Construction of vector types must always pass:
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vec4 a = vec4(0.0);
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Construction of matrix types requires vectors of the same dimension as the
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matrix. You can also build a diagonal matrix using ``matx(float)`` syntax.
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matrix, interpreted as columns. You can also build a diagonal matrix using ``matx(float)`` syntax.
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Accordingly, ``mat4(1.0)`` is an identity matrix.
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.. code-block:: glsl
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