///////////////////////////////////////////////////////////////////////////////////
/// OpenGL Mathematics (glm.g-truc.net)
///
/// Copyright (c) 2005 - 2015 G-Truc Creation (www.g-truc.net)
/// Permission is hereby granted, free of charge, to any person obtaining a copy
/// of this software and associated documentation files (the "Software"), to deal
/// in the Software without restriction, including without limitation the rights
/// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
/// copies of the Software, and to permit persons to whom the Software is
/// furnished to do so, subject to the following conditions:
///
/// The above copyright notice and this permission notice shall be included in
/// all copies or substantial portions of the Software.
///
/// Restrictions:
///             By making use of the Software for military purposes, you choose to make
///             a Bunny unhappy.
///
/// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
/// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
/// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
/// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
/// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
/// THE SOFTWARE.
///
/// @ref core
/// @file glm/detail/func_common.hpp
/// @date 2008-03-08 / 2010-01-26
/// @author Christophe Riccio
///
/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
///
/// @defgroup core_func_common Common functions
/// @ingroup core
///
/// These all operate component-wise. The description is per component.
///////////////////////////////////////////////////////////////////////////////////

#pragma once

#include "setup.hpp"
#include "precision.hpp"
#include "type_int.hpp"
#include "_fixes.hpp"

namespace glm
{
        /// @addtogroup core_func_common
        /// @{

        /// Returns x if x >= 0; otherwise, it returns -x.
        ///
        /// @tparam genType floating-point or signed integer; scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/abs.xml">GLSL abs man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType abs(genType x);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> abs(vecType<T, P> const & x);

        /// Returns 1.0 if x > 0, 0.0 if x == 0, or -1.0 if x < 0.
        ///
        /// @tparam genType Floating-point or signed integer; scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/sign.xml">GLSL sign man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> sign(vecType<T, P> const & x);

        /// Returns a value equal to the nearest integer that is less then or equal to x.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floor.xml">GLSL floor man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> floor(vecType<T, P> const & x);

        /// Returns a value equal to the nearest integer to x
        /// whose absolute value is not larger than the absolute value of x.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/trunc.xml">GLSL trunc man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> trunc(vecType<T, P> const & x);

        /// Returns a value equal to the nearest integer to x.
        /// The fraction 0.5 will round in a direction chosen by the
        /// implementation, presumably the direction that is fastest.
        /// This includes the possibility that round(x) returns the
        /// same value as roundEven(x) for all values of x.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/round.xml">GLSL round man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> round(vecType<T, P> const & x);

        /// Returns a value equal to the nearest integer to x.
        /// A fractional part of 0.5 will round toward the nearest even
        /// integer. (Both 3.5 and 4.5 for x will return 4.0.)
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/roundEven.xml">GLSL roundEven man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        /// @see <a href="http://developer.amd.com/documentation/articles/pages/New-Round-to-Even-Technique.aspx">New round to even technique</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> roundEven(vecType<T, P> const & x);

        /// Returns a value equal to the nearest integer
        /// that is greater than or equal to x.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ceil.xml">GLSL ceil man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> ceil(vecType<T, P> const & x);

        /// Return x - floor(x).
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fract.xml">GLSL fract man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType fract(genType x);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> fract(vecType<T, P> const & x);

        /// Modulus. Returns x - y * floor(x / y)
        /// for each component in x using the floating point value y.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mod.xml">GLSL mod man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType mod(genType x, genType y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, T y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> mod(vecType<T, P> const & x, vecType<T, P> const & y);

        /// Returns the fractional part of x and sets i to the integer
        /// part (as a whole number floating point value). Both the
        /// return value and the output parameter will have the same
        /// sign as x.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/modf.xml">GLSL modf man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType modf(genType x, genType & i);

        /// Returns y if y < x; otherwise, it returns x.
        ///
        /// @tparam genType Floating-point or integer; scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/min.xml">GLSL min man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType min(genType x, genType y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, T y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> min(vecType<T, P> const & x, vecType<T, P> const & y);

        /// Returns y if x < y; otherwise, it returns x.
        ///
        /// @tparam genType Floating-point or integer; scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/max.xml">GLSL max man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType max(genType x, genType y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, T y);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> max(vecType<T, P> const & x, vecType<T, P> const & y);

        /// Returns min(max(x, minVal), maxVal) for each component in x
        /// using the floating-point values minVal and maxVal.
        ///
        /// @tparam genType Floating-point or integer; scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/clamp.xml">GLSL clamp man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType clamp(genType x, genType minVal, genType maxVal);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, T minVal, T maxVal);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> clamp(vecType<T, P> const & x, vecType<T, P> const & minVal, vecType<T, P> const & maxVal);

        /// If genTypeU is a floating scalar or vector:
        /// Returns x * (1.0 - a) + y * a, i.e., the linear blend of
        /// x and y using the floating-point value a.
        /// The value for a is not restricted to the range [0, 1].
        ///
        /// If genTypeU is a boolean scalar or vector:
        /// Selects which vector each returned component comes
        /// from. For a component of <a> that is false, the
        /// corresponding component of x is returned. For a
        /// component of a that is true, the corresponding
        /// component of y is returned. Components of x and y that
        /// are not selected are allowed to be invalid floating point
        /// values and will have no effect on the results. Thus, this
        /// provides different functionality than
        /// genType mix(genType x, genType y, genType(a))
        /// where a is a Boolean vector.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/mix.xml">GLSL mix man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        ///
        /// @param[in]  x Value to interpolate.
        /// @param[in]  y Value to interpolate.
        /// @param[in]  a Interpolant.
        ///
        /// @tparam     genTypeT Floating point scalar or vector.
        /// @tparam genTypeU Floating point or boolean scalar or vector. It can't be a vector if it is the length of genTypeT.
        ///
        /// @code
        /// #include <glm/glm.hpp>
        /// ...
        /// float a;
        /// bool b;
        /// glm::dvec3 e;
        /// glm::dvec3 f;
        /// glm::vec4 g;
        /// glm::vec4 h;
        /// ...
        /// glm::vec4 r = glm::mix(g, h, a); // Interpolate with a floating-point scalar two vectors.
        /// glm::vec4 s = glm::mix(g, h, b); // Teturns g or h;
        /// glm::dvec3 t = glm::mix(e, f, a); // Types of the third parameter is not required to match with the first and the second.
        /// glm::vec4 u = glm::mix(g, h, r); // Interpolations can be perform per component with a vector for the last parameter.
        /// @endcode
        template <typename T, typename U, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, vecType<U, P> const & a);

        template <typename T, typename U, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> mix(vecType<T, P> const & x, vecType<T, P> const & y, U a);

        template <typename genTypeT, typename genTypeU>
        GLM_FUNC_DECL genTypeT mix(genTypeT x, genTypeT y, genTypeU a);

        /// Returns 0.0 if x < edge, otherwise it returns 1.0 for each component of a genType.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType step(genType edge, genType x);

        /// Returns 0.0 if x < edge, otherwise it returns 1.0.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, typename T, precision P>
        GLM_FUNC_DECL vecType<T, P> step(T edge, vecType<T, P> const & x);

        /// Returns 0.0 if x < edge, otherwise it returns 1.0.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/step.xml">GLSL step man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, typename T, precision P>
        GLM_FUNC_DECL vecType<T, P> step(vecType<T, P> const & edge, vecType<T, P> const & x);

        /// Returns 0.0 if x <= edge0 and 1.0 if x >= edge1 and
        /// performs smooth Hermite interpolation between 0 and 1
        /// when edge0 < x < edge1. This is useful in cases where
        /// you would want a threshold function with a smooth
        /// transition. This is equivalent to:
        /// genType t;
        /// t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
        /// return t * t * (3 - 2 * t);
        /// Results are undefined if edge0 >= edge1.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/smoothstep.xml">GLSL smoothstep man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType smoothstep(genType edge0, genType edge1, genType x);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> smoothstep(T edge0, T edge1, vecType<T, P> const & x);

        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<T, P> smoothstep(vecType<T, P> const & edge0, vecType<T, P> const & edge1, vecType<T, P> const & x);

        /// Returns true if x holds a NaN (not a number)
        /// representation in the underlying implementation's set of
        /// floating point representations. Returns false otherwise,
        /// including for implementations with no NaN
        /// representations.
        ///
        /// /!\ When using compiler fast math, this function may fail.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isnan.xml">GLSL isnan man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<bool, P> isnan(vecType<T, P> const & x);

        /// Returns true if x holds a positive infinity or negative
        /// infinity representation in the underlying implementation's
        /// set of floating point representations. Returns false
        /// otherwise, including for implementations with no infinity
        /// representations.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/isinf.xml">GLSL isinf man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename T, precision P, template <typename, precision> class vecType>
        GLM_FUNC_DECL vecType<bool, P> isinf(vecType<T, P> const & x);

        /// Returns a signed integer value representing
        /// the encoding of a floating-point value. The floating-point
        /// value's bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        GLM_FUNC_DECL int floatBitsToInt(float const & v);

        /// Returns a signed integer value representing
        /// the encoding of a floating-point value. The floatingpoint
        /// value's bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToInt.xml">GLSL floatBitsToInt man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, precision P>
        GLM_FUNC_DECL vecType<int, P> floatBitsToInt(vecType<float, P> const & v);

        /// Returns a unsigned integer value representing
        /// the encoding of a floating-point value. The floatingpoint
        /// value's bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        GLM_FUNC_DECL uint floatBitsToUint(float const & v);

        /// Returns a unsigned integer value representing
        /// the encoding of a floating-point value. The floatingpoint
        /// value's bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/floatBitsToUint.xml">GLSL floatBitsToUint man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, precision P>
        GLM_FUNC_DECL vecType<uint, P> floatBitsToUint(vecType<float, P> const & v);

        /// Returns a floating-point value corresponding to a signed
        /// integer encoding of a floating-point value.
        /// If an inf or NaN is passed in, it will not signal, and the
        /// resulting floating point value is unspecified. Otherwise,
        /// the bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        GLM_FUNC_DECL float intBitsToFloat(int const & v);

        /// Returns a floating-point value corresponding to a signed
        /// integer encoding of a floating-point value.
        /// If an inf or NaN is passed in, it will not signal, and the
        /// resulting floating point value is unspecified. Otherwise,
        /// the bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/intBitsToFloat.xml">GLSL intBitsToFloat man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, precision P>
        GLM_FUNC_DECL vecType<float, P> intBitsToFloat(vecType<int, P> const & v);

        /// Returns a floating-point value corresponding to a
        /// unsigned integer encoding of a floating-point value.
        /// If an inf or NaN is passed in, it will not signal, and the
        /// resulting floating point value is unspecified. Otherwise,
        /// the bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        GLM_FUNC_DECL float uintBitsToFloat(uint const & v);

        /// Returns a floating-point value corresponding to a
        /// unsigned integer encoding of a floating-point value.
        /// If an inf or NaN is passed in, it will not signal, and the
        /// resulting floating point value is unspecified. Otherwise,
        /// the bit-level representation is preserved.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/uintBitsToFloat.xml">GLSL uintBitsToFloat man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <template <typename, precision> class vecType, precision P>
        GLM_FUNC_DECL vecType<float, P> uintBitsToFloat(vecType<uint, P> const & v);

        /// Computes and returns a * b + c.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/fma.xml">GLSL fma man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType>
        GLM_FUNC_DECL genType fma(genType const & a, genType const & b, genType const & c);

        /// Splits x into a floating-point significand in the range
        /// [0.5, 1.0) and an integral exponent of two, such that:
        /// x = significand * exp(2, exponent)
        ///
        /// The significand is returned by the function and the
        /// exponent is returned in the parameter exp. For a
        /// floating-point value of zero, the significant and exponent
        /// are both zero. For a floating-point value that is an
        /// infinity or is not a number, the results are undefined.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/frexp.xml">GLSL frexp man page</a>
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType, typename genIType>
        GLM_FUNC_DECL genType frexp(genType const & x, genIType & exp);

        /// Builds a floating-point number from x and the
        /// corresponding integral exponent of two in exp, returning:
        /// significand * exp(2, exponent)
        ///
        /// If this product is too large to be represented in the
        /// floating-point type, the result is undefined.
        ///
        /// @tparam genType Floating-point scalar or vector types.
        ///  
        /// @see <a href="http://www.opengl.org/sdk/docs/manglsl/xhtml/ldexp.xml">GLSL ldexp man page</a>;
        /// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 8.3 Common Functions</a>
        template <typename genType, typename genIType>
        GLM_FUNC_DECL genType ldexp(genType const & x, genIType const & exp);

        /// @}
}//namespace glm

#include "func_common.inl"