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#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtc/constants.hpp>
#include <glm/ext/matrix_relational.hpp>
int test_perspective()
{
	int Error = 0;
	glm::mat4 Projection = glm::perspective(glm::pi<float>() * 0.25f, 4.0f / 3.0f, 0.1f, 100.0f);
	return Error;
}
int test_pick()
{
	int Error = 0;
	glm::mat4 Pick = glm::pickMatrix(glm::vec2(1, 2), glm::vec2(3, 4), glm::ivec4(0, 0, 320, 240));
	return Error;
}
int test_tweakedInfinitePerspective()
{
	int Error = 0;
	glm::mat4 ProjectionA = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f);
	glm::mat4 ProjectionB = glm::tweakedInfinitePerspective(45.f, 640.f/480.f, 1.0f, 0.001f);
	return Error;
}
int test_translate()
{
	int Error = 0;
	glm::lowp_vec3 v(1.0);
	glm::lowp_mat4 m(0);
	glm::lowp_mat4 t = glm::translate(m, v);
	return Error;
}
int main()
{
	int Error = 0;
	Error += test_translate();
	Error += test_tweakedInfinitePerspective();
	Error += test_pick();
	Error += test_perspective();
	return Error;
}
 
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