global functions

- glm::packF2x11_1x10()
- glm::packF3x9_E1x5()
- glm::packHalf()
- glm::packHalf1x16()
- glm::packHalf4x16()
- glm::packI3x10_1x2()
- glm::packSnorm()
- glm::packSnorm1x16()
- glm::packSnorm1x8()
- glm::packSnorm2x8()
- glm::packSnorm3x10_1x2()
- glm::packSnorm4x16()
- glm::packU3x10_1x2()
- glm::packUnorm()
- glm::packUnorm1x16()
- glm::packUnorm1x5_1x6_1x5()
- glm::packUnorm1x8()
- glm::packUnorm2x3_1x2()
- glm::packUnorm2x4()
- glm::packUnorm2x8()
- glm::packUnorm3x10_1x2()
- glm::packUnorm3x5_1x1()
- glm::packUnorm4x16()
- glm::packUnorm4x4()
- glm::unpackF2x11_1x10()
- glm::unpackF3x9_E1x5()
- glm::unpackHalf()
- glm::unpackHalf1x16()
- glm::unpackHalf4x16()
- glm::unpackI3x10_1x2()
- glm::unpackSnorm()
- glm::unpackSnorm1x16()
- glm::unpackSnorm1x8()
- glm::unpackSnorm2x8()
- glm::unpackSnorm3x10_1x2()
- glm::unpackSnorm4x16()
- glm::unpackU3x10_1x2()
- glm::unpackUnorm()
- glm::unpackUnorm1x16()
- glm::unpackUnorm1x5_1x6_1x5()
- glm::unpackUnorm1x8()
- glm::unpackUnorm2x3_1x2()
- glm::unpackUnorm2x4()
- glm::unpackUnorm2x8()
- glm::unpackUnorm3x10_1x2()
- glm::unpackUnorm3x5_1x1()
- glm::unpackUnorm4x16()
- glm::unpackUnorm4x4()

# glm::packF2x11_1x10(...)

## glm::uint32 glm::packF2x11_1x10(const glm::vec3 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. Then, the results are packed into the returned 32-bit unsigned integer.

The first vector component specifies the 11 least-significant bits of the result; the last component specifies the 10 most-significant bits.

**See also**: gtc_packing

**See also**: vec3 unpackF2x11_1x10(uint32 const & p)

# glm::packF3x9_E1x5(...)

## glm::uint32 glm::packF3x9_E1x5(const glm::vec3 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the first two components of the normalized floating-point value v into 11-bit signless floating-point values. Then, converts the third component of the normalized floating-point value v into a 10-bit signless floating-point value. Then, the results are packed into the returned 32-bit unsigned integer.

The first vector component specifies the 11 least-significant bits of the result; the last component specifies the 10 most-significant bits.

**See also**: gtc_packing

**See also**: vec3 unpackF3x9_E1x5(uint32 const & p)

# glm::packHalf(...)

## vecType glm::packHalf(const vecType &v=P)

*Documentation from code comments*

*Documentation from code comments*

Returns an unsigned integer vector obtained by converting the components of a floating-point vector to the 16-bit floating-point representation found in the OpenGL Specification. The first vector component specifies the 16 least-significant bits of the result; the forth component specifies the 16 most-significant bits.

**See also**: gtc_packing

**See also**: vecType

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packHalf1x16(...)

## glm::uint16 glm::packHalf1x16(float v)

*Documentation from code comments*

*Documentation from code comments*

Returns an unsigned integer obtained by converting the components of a floating-point scalar to the 16-bit floating-point representation found in the OpenGL Specification, and then packing this 16-bit value into a 16-bit unsigned integer.

**See also**: gtc_packing

**See also**: uint32 packHalf2x16(vec2 const & v)

**See also**: uint64 packHalf4x16(vec4 const & v)

**See also**: GLSL packHalf2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packHalf4x16(...)

## glm::uint64 glm::packHalf4x16(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

Returns an unsigned integer obtained by converting the components of a four-component floating-point vector to the 16-bit floating-point representation found in the OpenGL Specification, and then packing these four 16-bit values into a 64-bit unsigned integer. The first vector component specifies the 16 least-significant bits of the result; the forth component specifies the 16 most-significant bits.

**See also**: gtc_packing

**See also**: uint16 packHalf1x16(float const & v)

**See also**: uint32 packHalf2x16(vec2 const & v)

**See also**: GLSL packHalf2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packI3x10_1x2(...)

## glm::uint32 glm::packI3x10_1x2(const glm::ivec4 &v)

*Documentation from code comments*

*Documentation from code comments*

Returns an unsigned integer obtained by converting the components of a four-component signed integer vector to the 10-10-10-2-bit signed integer representation found in the OpenGL Specification, and then packing these four values into a 32-bit unsigned integer. The first vector component specifies the 10 least-significant bits of the result; the forth component specifies the 2 most-significant bits.

**See also**: gtc_packing

**See also**: uint32 packI3x10_1x2(uvec4 const & v)

**See also**: uint32 packSnorm3x10_1x2(vec4 const & v)

**See also**: uint32 packUnorm3x10_1x2(vec4 const & v)

**See also**: ivec4 unpackI3x10_1x2(uint32 const & p)

# glm::packSnorm(...)

## vecType glm::packSnorm(const vecType &v=P)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into signed integer values.

**See also**: gtc_packing

**See also**: vecType

# glm::packSnorm1x16(...)

## glm::uint16 glm::packSnorm1x16(float v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the normalized floating-point value v into 16-bit integer value. Then, the results are packed into the returned 16-bit unsigned integer.

The conversion to fixed point is done as follows: packSnorm1x8: round(clamp(s, -1, +1) * 32767.0)

**See also**: gtc_packing

**See also**: uint32 packSnorm2x16(vec2 const & v)

**See also**: uint64 packSnorm4x16(vec4 const & v)

**See also**: GLSL packSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packSnorm1x8(...)

## glm::uint8 glm::packSnorm1x8(float s)

*Documentation from code comments*

*Documentation from code comments*

First, converts the normalized floating-point value v into 8-bit integer value. Then, the results are packed into the returned 8-bit unsigned integer.

The conversion to fixed point is done as follows: packSnorm1x8: round(clamp(s, -1, +1) * 127.0)

**See also**: gtc_packing

**See also**: uint16 packSnorm2x8(vec2 const & v)

**See also**: uint32 packSnorm4x8(vec4 const & v)

**See also**: GLSL packSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packSnorm2x8(...)

## glm::uint16 glm::packSnorm2x8(const glm::vec2 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts each component of the normalized floating-point value v into 8-bit integer values. Then, the results are packed into the returned 16-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packSnorm2x8: round(clamp(c, -1, +1) * 127.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

**See also**: gtc_packing

**See also**: uint8 packSnorm1x8(float const & v)

**See also**: uint32 packSnorm4x8(vec4 const & v)

**See also**: GLSL packSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packSnorm3x10_1x2(...)

## glm::uint32 glm::packSnorm3x10_1x2(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the first three components of the normalized floating-point value v into 10-bit signed integer values. Then, converts the forth component of the normalized floating-point value v into 2-bit signed integer values. Then, the results are packed into the returned 32-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packSnorm3x10_1x2(xyz): round(clamp(c, -1, +1) * 511.0) packSnorm3x10_1x2(w): round(clamp(c, -1, +1) * 1.0)

The first vector component specifies the 10 least-significant bits of the result; the forth component specifies the 2 most-significant bits.

**See also**: gtc_packing

**See also**: vec4 unpackSnorm3x10_1x2(uint32 const & p)

**See also**: uint32 packUnorm3x10_1x2(vec4 const & v)

**See also**: uint32 packU3x10_1x2(uvec4 const & v)

**See also**: uint32 packI3x10_1x2(ivec4 const & v)

# glm::packSnorm4x16(...)

## glm::uint64 glm::packSnorm4x16(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts each component of the normalized floating-point value v into 16-bit integer values. Then, the results are packed into the returned 64-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packSnorm2x8: round(clamp(c, -1, +1) * 32767.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

**See also**: gtc_packing

**See also**: uint16 packSnorm1x16(float const & v)

**See also**: uint32 packSnorm2x16(vec2 const & v)

**See also**: GLSL packSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packU3x10_1x2(...)

## glm::uint32 glm::packU3x10_1x2(const glm::uvec4 &v)

*Documentation from code comments*

*Documentation from code comments*

Returns an unsigned integer obtained by converting the components of a four-component unsigned integer vector to the 10-10-10-2-bit unsigned integer representation found in the OpenGL Specification, and then packing these four values into a 32-bit unsigned integer. The first vector component specifies the 10 least-significant bits of the result; the forth component specifies the 2 most-significant bits.

**See also**: gtc_packing

**See also**: uint32 packI3x10_1x2(ivec4 const & v)

**See also**: uint32 packSnorm3x10_1x2(vec4 const & v)

**See also**: uint32 packUnorm3x10_1x2(vec4 const & v)

**See also**: ivec4 unpackU3x10_1x2(uint32 const & p)

# glm::packUnorm(...)

## vecType glm::packUnorm(const vecType &v=P)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vecType

# glm::packUnorm1x16(...)

## glm::uint16 glm::packUnorm1x16(float v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the normalized floating-point value v into a 16-bit integer value. Then, the results are packed into the returned 16-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packUnorm1x16: round(clamp(c, 0, +1) * 65535.0)

**See also**: gtc_packing

**See also**: uint16 packSnorm1x16(float const & v)

**See also**: uint64 packSnorm4x16(vec4 const & v)

**See also**: GLSL packUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packUnorm1x5_1x6_1x5(...)

## glm::uint16 glm::packUnorm1x5_1x6_1x5(const glm::vec3 &v)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vec3 unpackUnorm1x5_1x6_1x5(uint16 p)

# glm::packUnorm1x8(...)

## glm::uint8 glm::packUnorm1x8(float v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the normalized floating-point value v into a 8-bit integer value. Then, the results are packed into the returned 8-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packUnorm1x8: round(clamp(c, 0, +1) * 255.0)

**See also**: gtc_packing

**See also**: uint16 packUnorm2x8(vec2 const & v)

**See also**: uint32 packUnorm4x8(vec4 const & v)

**See also**: GLSL packUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packUnorm2x3_1x2(...)

## glm::uint8 glm::packUnorm2x3_1x2(const glm::vec3 &v)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vec3 unpackUnorm2x3_1x2(uint8 p)

# glm::packUnorm2x4(...)

## glm::uint8 glm::packUnorm2x4(const glm::vec2 &v)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vec2 unpackUnorm2x4(uint8 p)

# glm::packUnorm2x8(...)

## glm::uint16 glm::packUnorm2x8(const glm::vec2 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts each component of the normalized floating-point value v into 8-bit integer values. Then, the results are packed into the returned 16-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packUnorm2x8: round(clamp(c, 0, +1) * 255.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

**See also**: gtc_packing

**See also**: uint8 packUnorm1x8(float const & v)

**See also**: uint32 packUnorm4x8(vec4 const & v)

**See also**: GLSL packUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packUnorm3x10_1x2(...)

## glm::uint32 glm::packUnorm3x10_1x2(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts the first three components of the normalized floating-point value v into 10-bit unsigned integer values. Then, converts the forth component of the normalized floating-point value v into 2-bit signed uninteger values. Then, the results are packed into the returned 32-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packUnorm3x10_1x2(xyz): round(clamp(c, 0, +1) * 1023.0) packUnorm3x10_1x2(w): round(clamp(c, 0, +1) * 3.0)

The first vector component specifies the 10 least-significant bits of the result; the forth component specifies the 2 most-significant bits.

**See also**: gtc_packing

**See also**: vec4 unpackUnorm3x10_1x2(uint32 const & p)

**See also**: uint32 packUnorm3x10_1x2(vec4 const & v)

**See also**: uint32 packU3x10_1x2(uvec4 const & v)

**See also**: uint32 packI3x10_1x2(ivec4 const & v)

# glm::packUnorm3x5_1x1(...)

## glm::uint16 glm::packUnorm3x5_1x1(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vec4 unpackUnorm3x5_1x1(uint16 p)

# glm::packUnorm4x16(...)

## glm::uint64 glm::packUnorm4x16(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

First, converts each component of the normalized floating-point value v into 16-bit integer values. Then, the results are packed into the returned 64-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows: packUnorm4x16: round(clamp(c, 0, +1) * 65535.0)

**See also**: gtc_packing

**See also**: uint16 packUnorm1x16(float const & v)

**See also**: uint32 packUnorm2x16(vec2 const & v)

**See also**: GLSL packUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::packUnorm4x4(...)

## glm::uint16 glm::packUnorm4x4(const glm::vec4 &v)

*Documentation from code comments*

*Documentation from code comments*

Convert each component of the normalized floating-point vector into unsigned integer values.

**See also**: gtc_packing

**See also**: vec4 unpackUnorm4x4(uint16 p)

# glm::unpackF2x11_1x10(...)

## glm::vec3 glm::unpackF2x11_1x10(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

**See also**: gtc_packing

**See also**: uint32 packF2x11_1x10(vec3 const & v)

# glm::unpackF3x9_E1x5(...)

## glm::vec3 glm::unpackF3x9_E1x5(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 32-bit unsigned integer p into two 11-bit signless floating-point values and one 10-bit signless floating-point value . Then, each component is converted to a normalized floating-point value to generate the returned three-component vector.

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

**See also**: gtc_packing

**See also**: uint32 packF3x9_E1x5(vec3 const & v)

# glm::unpackHalf(...)

## vecType glm::unpackHalf(const vecType &p=P)

*Documentation from code comments*

*Documentation from code comments*

Returns a floating-point vector with components obtained by reinterpreting an integer vector as 16-bit floating-point numbers and converting them to 32-bit floating-point values. The first component of the vector is obtained from the 16 least-significant bits of v; the forth component is obtained from the 16 most-significant bits of v.

**See also**: gtc_packing

**See also**: vecType

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackHalf1x16(...)

## float glm::unpackHalf1x16(glm::uint16 v)

*Documentation from code comments*

*Documentation from code comments*

Returns a floating-point scalar with components obtained by unpacking a 16-bit unsigned integer into a 16-bit value, interpreted as a 16-bit floating-point number according to the OpenGL Specification, and converting it to 32-bit floating-point values.

**See also**: gtc_packing

**See also**: vec2 unpackHalf2x16(uint32 const & v)

**See also**: vec4 unpackHalf4x16(uint64 const & v)

**See also**: GLSL unpackHalf2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackHalf4x16(...)

## glm::vec4 glm::unpackHalf4x16(glm::uint64 p)

*Documentation from code comments*

*Documentation from code comments*

Returns a four-component floating-point vector with components obtained by unpacking a 64-bit unsigned integer into four 16-bit values, interpreting those values as 16-bit floating-point numbers according to the OpenGL Specification, and converting them to 32-bit floating-point values. The first component of the vector is obtained from the 16 least-significant bits of v; the forth component is obtained from the 16 most-significant bits of v.

**See also**: gtc_packing

**See also**: float unpackHalf1x16(uint16 const & v)

**See also**: vec2 unpackHalf2x16(uint32 const & v)

**See also**: GLSL unpackHalf2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackI3x10_1x2(...)

## glm::ivec4 glm::unpackI3x10_1x2(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit signed integers.

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

**See also**: gtc_packing

**See also**: uint32 packU3x10_1x2(uvec4 const & v)

**See also**: vec4 unpackSnorm3x10_1x2(uint32 const & p);

**See also**: uvec4 unpackI3x10_1x2(uint32 const & p);

# glm::unpackSnorm(...)

## vecType glm::unpackSnorm(const vecType &v=P)

*Documentation from code comments*

*Documentation from code comments*

Convert each signed integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: vecType

# glm::unpackSnorm1x16(...)

## float glm::unpackSnorm1x16(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 16-bit unsigned integer p into a single 16-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned scalar.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm1x16: clamp(f / 32767.0, -1, +1)

**See also**: gtc_packing

**See also**: vec2 unpackSnorm2x16(uint32 p)

**See also**: vec4 unpackSnorm4x16(uint64 p)

**See also**: GLSL unpackSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackSnorm1x8(...)

## float glm::unpackSnorm1x8(glm::uint8 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 8-bit unsigned integer p into a single 8-bit signed integers. Then, the value is converted to a normalized floating-point value to generate the returned scalar.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm1x8: clamp(f / 127.0, -1, +1)

**See also**: gtc_packing

**See also**: vec2 unpackSnorm2x8(uint16 p)

**See also**: vec4 unpackSnorm4x8(uint32 p)

**See also**: GLSL unpackSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackSnorm2x8(...)

## glm::vec2 glm::unpackSnorm2x8(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm2x8: clamp(f / 127.0, -1, +1)

**See also**: gtc_packing

**See also**: float unpackSnorm1x8(uint8 p)

**See also**: vec4 unpackSnorm4x8(uint32 p)

**See also**: GLSL unpackSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackSnorm3x10_1x2(...)

## glm::vec4 glm::unpackSnorm3x10_1x2(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm3x10_1x2(xyz): clamp(f / 511.0, -1, +1) unpackSnorm3x10_1x2(w): clamp(f / 511.0, -1, +1)

**See also**: gtc_packing

**See also**: uint32 packSnorm3x10_1x2(vec4 const & v)

**See also**: vec4 unpackUnorm3x10_1x2(uint32 const & p))

**See also**: uvec4 unpackI3x10_1x2(uint32 const & p)

**See also**: uvec4 unpackU3x10_1x2(uint32 const & p)

# glm::unpackSnorm4x16(...)

## glm::vec4 glm::unpackSnorm4x16(glm::uint64 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 64-bit unsigned integer p into four 16-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm4x16: clamp(f / 32767.0, -1, +1)

**See also**: gtc_packing

**See also**: float unpackSnorm1x16(uint16 p)

**See also**: vec2 unpackSnorm2x16(uint32 p)

**See also**: GLSL unpackSnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackU3x10_1x2(...)

## glm::uvec4 glm::unpackU3x10_1x2(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

Unpacks a single 32-bit unsigned integer p into three 10-bit and one 2-bit unsigned integers.

**See also**: gtc_packing

**See also**: uint32 packU3x10_1x2(uvec4 const & v)

**See also**: vec4 unpackSnorm3x10_1x2(uint32 const & p);

**See also**: uvec4 unpackI3x10_1x2(uint32 const & p);

# glm::unpackUnorm(...)

## vecType glm::unpackUnorm(const vecType &v=P)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: vecType

# glm::unpackUnorm1x16(...)

## float glm::unpackUnorm1x16(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 16-bit unsigned integer p into a of 16-bit unsigned integers. Then, the value is converted to a normalized floating-point value to generate the returned scalar.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnorm1x16: f / 65535.0

**See also**: gtc_packing

**See also**: vec2 unpackUnorm2x16(uint32 p)

**See also**: vec4 unpackUnorm4x16(uint64 p)

**See also**: GLSL unpackUnorm2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackUnorm1x5_1x6_1x5(...)

## glm::vec3 glm::unpackUnorm1x5_1x6_1x5(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: uint16 packUnorm1x5_1x6_1x5(vec3 const & v)

# glm::unpackUnorm1x8(...)

## float glm::unpackUnorm1x8(glm::uint8 p)

*Documentation from code comments*

*Documentation from code comments*

Convert a single 8-bit integer to a normalized floating-point value.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnorm4x8: f / 255.0

**See also**: gtc_packing

**See also**: vec2 unpackUnorm2x8(uint16 p)

**See also**: vec4 unpackUnorm4x8(uint32 p)

**See also**: GLSL unpackUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackUnorm2x3_1x2(...)

## glm::vec3 glm::unpackUnorm2x3_1x2(glm::uint8 p)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: uint8 packUnorm2x3_1x2(vec3 const & v)

# glm::unpackUnorm2x4(...)

## glm::vec2 glm::unpackUnorm2x4(glm::uint8 p)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: uint8 packUnorm2x4(vec2 const & v)

# glm::unpackUnorm2x8(...)

## glm::vec2 glm::unpackUnorm2x8(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 16-bit unsigned integer p into a pair of 8-bit unsigned integers. Then, each component is converted to a normalized floating-point value to generate the returned two-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnorm4x8: f / 255.0

**See also**: gtc_packing

**See also**: float unpackUnorm1x8(uint8 v)

**See also**: vec4 unpackUnorm4x8(uint32 p)

**See also**: GLSL unpackUnorm4x8 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackUnorm3x10_1x2(...)

## glm::vec4 glm::unpackUnorm3x10_1x2(glm::uint32 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 32-bit unsigned integer p into four 16-bit signed integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackSnorm3x10_1x2(xyz): clamp(f / 1023.0, 0, +1) unpackSnorm3x10_1x2(w): clamp(f / 3.0, 0, +1)

**See also**: gtc_packing

**See also**: uint32 packSnorm3x10_1x2(vec4 const & v)

**See also**: vec4 unpackInorm3x10_1x2(uint32 const & p))

**See also**: uvec4 unpackI3x10_1x2(uint32 const & p)

**See also**: uvec4 unpackU3x10_1x2(uint32 const & p)

# glm::unpackUnorm3x5_1x1(...)

## glm::vec4 glm::unpackUnorm3x5_1x1(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: uint16 packUnorm3x5_1x1(vec4 const & v)

# glm::unpackUnorm4x16(...)

## glm::vec4 glm::unpackUnorm4x16(glm::uint64 p)

*Documentation from code comments*

*Documentation from code comments*

First, unpacks a single 64-bit unsigned integer p into four 16-bit unsigned integers. Then, each component is converted to a normalized floating-point value to generate the returned four-component vector.

The conversion for unpacked fixed-point value f to floating point is done as follows: unpackUnormx4x16: f / 65535.0

**See also**: gtc_packing

**See also**: float unpackUnorm1x16(uint16 p)

**See also**: vec2 unpackUnorm2x16(uint32 p)

**See also**: GLSL unpackUnorm2x16 man page

**See also**: GLSL 4.20.8 specification, section 8.4 Floating-Point Pack and Unpack Functions

# glm::unpackUnorm4x4(...)

## glm::vec4 glm::unpackUnorm4x4(glm::uint16 p)

*Documentation from code comments*

*Documentation from code comments*

Convert each unsigned integer components of a vector to normalized floating-point values.

**See also**: gtc_packing

**See also**: uint16 packUnorm4x4(vec4 const & v)

Last updated Friday, 04 January 2019 11:07:19 UTC - 02e4bdeee9fc29f88539b4e860c215150e7255a2

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