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Fixed type (shader-slang#5639)
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vec3x4 to mat3x4

Co-authored-by: Yong He <[email protected]>
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KoT3isGood and csyonghe authored Nov 22, 2024
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2 changes: 1 addition & 1 deletion docs/user-guide/02-conventional-features.md
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Expand Up @@ -382,7 +382,7 @@ The ordinary unary and binary operators can also be applied to vectors and matri

> #### Note ####
> In GLSL, most operators apply component-wise to vectors and matrices, but the multiplication operator `*` computes the traditional linear-algebraic product of two matrices, or a matrix and a vector.
> Where a GLSL programmer would write `m * v` to multiply a `vec3x4` by a `vec3`, a Slang programmer should write `mul(v,m)` to multiply a `float3` by a `float3x4`.
> Where a GLSL programmer would write `m * v` to multiply a `mat3x4` by a `vec3`, a Slang programmer should write `mul(v,m)` to multiply a `float3` by a `float3x4`.
> In this example, the order of operands is reversed to account for the difference in row/column conventions.
### Swizzles
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