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<li class="navelem"><b>sf</b></li><li class="navelem"><a class="el" href="namespacesf_1_1Glsl.html">Glsl</a></li> </ul>
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<p>Namespace with GLSL types.
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Typedefs</h2></td></tr>
<tr class="memitem:adeed356d346d87634b4c197a530e4edf"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt; float &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#adeed356d346d87634b4c197a530e4edf">Vec2</a></td></tr>
<tr class="memdesc:adeed356d346d87634b4c197a530e4edf"><td class="mdescLeft">&#160;</td><td class="mdescRight">2D float vector (<code>vec2</code> in GLSL) <a href="#adeed356d346d87634b4c197a530e4edf">More...</a><br /></td></tr>
<tr class="separator:adeed356d346d87634b4c197a530e4edf"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aab803ee70c4b7bfcd63ec09e10408fd3"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt; int &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#aab803ee70c4b7bfcd63ec09e10408fd3">Ivec2</a></td></tr>
<tr class="memdesc:aab803ee70c4b7bfcd63ec09e10408fd3"><td class="mdescLeft">&#160;</td><td class="mdescRight">2D int vector (<code>ivec2</code> in GLSL) <a href="#aab803ee70c4b7bfcd63ec09e10408fd3">More...</a><br /></td></tr>
<tr class="separator:aab803ee70c4b7bfcd63ec09e10408fd3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a59d8cf909c3d71ebf3db057480b464da"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt; bool &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a59d8cf909c3d71ebf3db057480b464da">Bvec2</a></td></tr>
<tr class="memdesc:a59d8cf909c3d71ebf3db057480b464da"><td class="mdescLeft">&#160;</td><td class="mdescRight">2D bool vector (<code>bvec2</code> in GLSL) <a href="#a59d8cf909c3d71ebf3db057480b464da">More...</a><br /></td></tr>
<tr class="separator:a59d8cf909c3d71ebf3db057480b464da"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9bdd0463b7cb5316244a082007bd50f0"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt; float &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a9bdd0463b7cb5316244a082007bd50f0">Vec3</a></td></tr>
<tr class="memdesc:a9bdd0463b7cb5316244a082007bd50f0"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D float vector (<code>vec3</code> in GLSL) <a href="#a9bdd0463b7cb5316244a082007bd50f0">More...</a><br /></td></tr>
<tr class="separator:a9bdd0463b7cb5316244a082007bd50f0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a64f403dd0219e7f128ffddca641394df"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt; int &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a64f403dd0219e7f128ffddca641394df">Ivec3</a></td></tr>
<tr class="memdesc:a64f403dd0219e7f128ffddca641394df"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D int vector (<code>ivec3</code> in GLSL) <a href="#a64f403dd0219e7f128ffddca641394df">More...</a><br /></td></tr>
<tr class="separator:a64f403dd0219e7f128ffddca641394df"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4166ffc506619b4912d576e6eba2c957"><td class="memItemLeft" align="right" valign="top">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt; bool &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a4166ffc506619b4912d576e6eba2c957">Bvec3</a></td></tr>
<tr class="memdesc:a4166ffc506619b4912d576e6eba2c957"><td class="mdescLeft">&#160;</td><td class="mdescRight">3D bool vector (<code>bvec3</code> in GLSL) <a href="#a4166ffc506619b4912d576e6eba2c957">More...</a><br /></td></tr>
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<tr class="memitem:a7c67253548c58adb77cb14f847f18f83"><td class="memItemLeft" align="right" valign="top">typedef implementation defined&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83">Vec4</a></td></tr>
<tr class="memdesc:a7c67253548c58adb77cb14f847f18f83"><td class="mdescLeft">&#160;</td><td class="mdescRight">4D float vector (<code>vec4</code> in GLSL) <a href="#a7c67253548c58adb77cb14f847f18f83">More...</a><br /></td></tr>
<tr class="separator:a7c67253548c58adb77cb14f847f18f83"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a778682c4f085d2daeb90c724791f3f68"><td class="memItemLeft" align="right" valign="top">typedef implementation defined&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a778682c4f085d2daeb90c724791f3f68">Ivec4</a></td></tr>
<tr class="memdesc:a778682c4f085d2daeb90c724791f3f68"><td class="mdescLeft">&#160;</td><td class="mdescRight">4D int vector (<code>ivec4</code> in GLSL) <a href="#a778682c4f085d2daeb90c724791f3f68">More...</a><br /></td></tr>
<tr class="separator:a778682c4f085d2daeb90c724791f3f68"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8b1f0ac369666c48a9eafc9d3f5618e6"><td class="memItemLeft" align="right" valign="top">typedef implementation defined&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a8b1f0ac369666c48a9eafc9d3f5618e6">Bvec4</a></td></tr>
<tr class="memdesc:a8b1f0ac369666c48a9eafc9d3f5618e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">4D bool vector (<code>bvec4</code> in GLSL) <a href="#a8b1f0ac369666c48a9eafc9d3f5618e6">More...</a><br /></td></tr>
<tr class="separator:a8b1f0ac369666c48a9eafc9d3f5618e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e984ebdc1cebc693a12f01a32b2d28d"><td class="memItemLeft" align="right" valign="top">typedef implementation defined&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a9e984ebdc1cebc693a12f01a32b2d28d">Mat3</a></td></tr>
<tr class="memdesc:a9e984ebdc1cebc693a12f01a32b2d28d"><td class="mdescLeft">&#160;</td><td class="mdescRight">3x3 float matrix (<code>mat3</code> in GLSL) <a href="#a9e984ebdc1cebc693a12f01a32b2d28d">More...</a><br /></td></tr>
<tr class="separator:a9e984ebdc1cebc693a12f01a32b2d28d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a769de806596348a8e56ed6506c688271"><td class="memItemLeft" align="right" valign="top">typedef implementation defined&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="namespacesf_1_1Glsl.html#a769de806596348a8e56ed6506c688271">Mat4</a></td></tr>
<tr class="memdesc:a769de806596348a8e56ed6506c688271"><td class="mdescLeft">&#160;</td><td class="mdescRight">4x4 float matrix (<code>mat4</code> in GLSL) <a href="#a769de806596348a8e56ed6506c688271">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Namespace with GLSL types. </p>
<p>The <a class="el" href="namespacesf_1_1Glsl.html" title="Namespace with GLSL types. ">sf::Glsl</a> namespace contains types that match their equivalents in GLSL, the OpenGL shading language. These types are exclusively used by the <a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">sf::Shader</a> class.</p>
<p>Types that already exist in SFML, such as <a class="el" href="classsf_1_1Vector2.html">sf::Vector2&lt;T&gt;</a> and <a class="el" href="classsf_1_1Vector3.html">sf::Vector3&lt;T&gt;</a>, are reused as typedefs, so you can use the types in this namespace as well as the original ones. Others are newly defined, such as <a class="el" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83" title="4D float vector (vec4 in GLSL) ">Glsl::Vec4</a> or <a class="el" href="namespacesf_1_1Glsl.html#a9e984ebdc1cebc693a12f01a32b2d28d" title="3x3 float matrix (mat3 in GLSL) ">Glsl::Mat3</a>. Their actual type is an implementation detail and should not be used.</p>
<p>All vector types support a default constructor that initializes every component to zero, in addition to a constructor with one parameter for each component. The components are stored in member variables called x, y, z, and w.</p>
<p>All matrix types support a constructor with a float* parameter that points to a float array of the appropriate size (that is, 9 in a 3x3 matrix, 16 in a 4x4 matrix). Furthermore, they can be converted from <a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">sf::Transform</a> objects.</p>
<dl class="section see"><dt>See also</dt><dd><a class="el" href="classsf_1_1Shader.html" title="Shader class (vertex, geometry and fragment) ">sf::Shader</a> </dd></dl>
</div><h2 class="groupheader">Typedef Documentation</h2>
<a id="a59d8cf909c3d71ebf3db057480b464da"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a59d8cf909c3d71ebf3db057480b464da">&#9670;&nbsp;</a></span>Bvec2</h2>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt;bool&gt; <a class="el" href="namespacesf_1_1Glsl.html#a59d8cf909c3d71ebf3db057480b464da">sf::Glsl::Bvec2</a></td>
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<p>2D bool vector (<code>bvec2</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00076">76</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a4166ffc506619b4912d576e6eba2c957">&#9670;&nbsp;</a></span>Bvec3</h2>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt;bool&gt; <a class="el" href="namespacesf_1_1Glsl.html#a4166ffc506619b4912d576e6eba2c957">sf::Glsl::Bvec3</a></td>
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<p>3D bool vector (<code>bvec3</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00094">94</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8b1f0ac369666c48a9eafc9d3f5618e6">&#9670;&nbsp;</a></span>Bvec4</h2>
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<td class="memname">typedef implementation defined <a class="el" href="namespacesf_1_1Glsl.html#a8b1f0ac369666c48a9eafc9d3f5618e6">sf::Glsl::Bvec4</a></td>
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<p>4D bool vector (<code>bvec4</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00130">130</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#aab803ee70c4b7bfcd63ec09e10408fd3">&#9670;&nbsp;</a></span>Ivec2</h2>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt;int&gt; <a class="el" href="namespacesf_1_1Glsl.html#aab803ee70c4b7bfcd63ec09e10408fd3">sf::Glsl::Ivec2</a></td>
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<p>2D int vector (<code>ivec2</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00070">70</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a64f403dd0219e7f128ffddca641394df">&#9670;&nbsp;</a></span>Ivec3</h2>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt;int&gt; <a class="el" href="namespacesf_1_1Glsl.html#a64f403dd0219e7f128ffddca641394df">sf::Glsl::Ivec3</a></td>
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<p>3D int vector (<code>ivec3</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00088">88</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a778682c4f085d2daeb90c724791f3f68">&#9670;&nbsp;</a></span>Ivec4</h2>
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<td class="memname">typedef implementation defined <a class="el" href="namespacesf_1_1Glsl.html#a778682c4f085d2daeb90c724791f3f68">sf::Glsl::Ivec4</a></td>
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<p>4D int vector (<code>ivec4</code> in GLSL) </p>
<p>4D int vectors can be implicitly converted from <a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors. ">sf::Color</a> instances. Each color channel remains unchanged inside the integer interval [0, 255]. </p><div class="fragment"><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a778682c4f085d2daeb90c724791f3f68">sf::Glsl::Ivec4</a> zeroVector;</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a778682c4f085d2daeb90c724791f3f68">sf::Glsl::Ivec4</a> vector(1, 2, 3, 4);</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a778682c4f085d2daeb90c724791f3f68">sf::Glsl::Ivec4</a> color = <a class="code" href="classsf_1_1Color.html#a64ae9beb0b9a5865dd811cda4bb18340">sf::Color::Cyan</a>;</div></div><!-- fragment -->
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00124">124</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a9e984ebdc1cebc693a12f01a32b2d28d">&#9670;&nbsp;</a></span>Mat3</h2>
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<td class="memname">typedef implementation defined <a class="el" href="namespacesf_1_1Glsl.html#a9e984ebdc1cebc693a12f01a32b2d28d">sf::Glsl::Mat3</a></td>
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<p>3x3 float matrix (<code>mat3</code> in GLSL) </p>
<p>The matrix can be constructed from an array with 3x3 elements, aligned in column-major order. For example, a translation by (x, y) looks as follows: </p><div class="fragment"><div class="line"><span class="keywordtype">float</span> array[9] =</div><div class="line">{</div><div class="line"> 1, 0, 0,</div><div class="line"> 0, 1, 0,</div><div class="line"> x, y, 1</div><div class="line">};</div><div class="line"></div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a9e984ebdc1cebc693a12f01a32b2d28d">sf::Glsl::Mat3</a> matrix(array);</div></div><!-- fragment --><p>Mat3 can also be implicitly converted from <a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">sf::Transform</a>: </p><div class="fragment"><div class="line"><a class="code" href="classsf_1_1Transform.html">sf::Transform</a> transform;</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a9e984ebdc1cebc693a12f01a32b2d28d">sf::Glsl::Mat3</a> matrix = transform;</div></div><!-- fragment -->
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00155">155</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#a769de806596348a8e56ed6506c688271">&#9670;&nbsp;</a></span>Mat4</h2>
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<td class="memname">typedef implementation defined <a class="el" href="namespacesf_1_1Glsl.html#a769de806596348a8e56ed6506c688271">sf::Glsl::Mat4</a></td>
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<p>4x4 float matrix (<code>mat4</code> in GLSL) </p>
<p>The matrix can be constructed from an array with 4x4 elements, aligned in column-major order. For example, a translation by (x, y, z) looks as follows: </p><div class="fragment"><div class="line"><span class="keywordtype">float</span> array[16] =</div><div class="line">{</div><div class="line"> 1, 0, 0, 0,</div><div class="line"> 0, 1, 0, 0,</div><div class="line"> 0, 0, 1, 0,</div><div class="line"> x, y, z, 1</div><div class="line">};</div><div class="line"></div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a769de806596348a8e56ed6506c688271">sf::Glsl::Mat4</a> matrix(array);</div></div><!-- fragment --><p>Mat4 can also be implicitly converted from <a class="el" href="classsf_1_1Transform.html" title="Define a 3x3 transform matrix. ">sf::Transform</a>: </p><div class="fragment"><div class="line"><a class="code" href="classsf_1_1Transform.html">sf::Transform</a> transform;</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a769de806596348a8e56ed6506c688271">sf::Glsl::Mat4</a> matrix = transform;</div></div><!-- fragment -->
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00181">181</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<h2 class="memtitle"><span class="permalink"><a href="#adeed356d346d87634b4c197a530e4edf">&#9670;&nbsp;</a></span>Vec2</h2>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector2.html">Vector2</a>&lt;float&gt; <a class="el" href="namespacesf_1_1Glsl.html#adeed356d346d87634b4c197a530e4edf">sf::Glsl::Vec2</a></td>
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<p>2D float vector (<code>vec2</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00064">64</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<td class="memname">typedef <a class="el" href="classsf_1_1Vector3.html">Vector3</a>&lt;float&gt; <a class="el" href="namespacesf_1_1Glsl.html#a9bdd0463b7cb5316244a082007bd50f0">sf::Glsl::Vec3</a></td>
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<p>3D float vector (<code>vec3</code> in GLSL) </p>
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00082">82</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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<td class="memname">typedef implementation defined <a class="el" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83">sf::Glsl::Vec4</a></td>
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<p>4D float vector (<code>vec4</code> in GLSL) </p>
<p>4D float vectors can be implicitly converted from <a class="el" href="classsf_1_1Color.html" title="Utility class for manipulating RGBA colors. ">sf::Color</a> instances. Each color channel is normalized from integers in [0, 255] to floating point values in [0, 1]. </p><div class="fragment"><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83">sf::Glsl::Vec4</a> zeroVector;</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83">sf::Glsl::Vec4</a> vector(1.f, 2.f, 3.f, 4.f);</div><div class="line"><a class="code" href="namespacesf_1_1Glsl.html#a7c67253548c58adb77cb14f847f18f83">sf::Glsl::Vec4</a> color = <a class="code" href="classsf_1_1Color.html#a64ae9beb0b9a5865dd811cda4bb18340">sf::Color::Cyan</a>;</div></div><!-- fragment -->
<p class="definition">Definition at line <a class="el" href="Glsl_8hpp_source.html#l00110">110</a> of file <a class="el" href="Glsl_8hpp_source.html">Glsl.hpp</a>.</p>
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