text: /*
  * MIT License
  *
  * Copyright (c) 2021 Jimmie Bergmann
  *
  * 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.
  *
  * 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.
  *
  */
  
  #ifndef MOLTEN_CORE_RENDERER_SHADER_VISUAL_VISUALSHADERCOMPOSITES_HPP
  #define MOLTEN_CORE_RENDERER_SHADER_VISUAL_VISUALSHADERCOMPOSITES_HPP
  
  #include "Molten/Renderer/Shader/Visual/VisualShaderComposite.hpp"
  
  namespace Molten::Shader::Visual::Composites
  {
  
      // Vector2f32 composite.
      using Vec2f32FromFloat32 = Composite<CompositeType::Vector2f32, Vector2f32, float, float>;
  
      // Vector3f32 composite.
      using Vec3f32FromFloat32 = Composite<CompositeType::Vector3f32, Vector3f32, float, float, float>;
      using Vec3f32FromFloat32Vec2f32 = Composite<CompositeType::Vector3f32, Vector3f32, float, Vector2f32>;
      using Vec3f32FromVec2f32Float32 = Composite<CompositeType::Vector3f32, Vector3f32, Vector2f32, float>;
  
      // Vector4f32 composite.
      using Vec4f32FromFloat32 = Composite<CompositeType::Vector4f32, Vector4f32, float, float, float, float>;
      using Vec4f32FromFloat32Vec2f32 = Composite<CompositeType::Vector4f32, Vector4f32, float, float, Vector2f32>;
      using Vec4f32FromFloat32Vec2f32Float32 = Composite<CompositeType::Vector4f32, Vector4f32, float, Vector2f32, float>;
      using Vec4f32FromFloat32Vec3f32 = Composite<CompositeType::Vector4f32, Vector4f32, float, Vector3f32>;
      using Vec4f32FromVec2f32 = Composite<CompositeType::Vector4f32, Vector4f32, Vector2f32, Vector2f32>;
      using Vec4f32FromVec2f32Float32 = Composite<CompositeType::Vector4f32, Vector4f32, Vector2f32, float, float>;
      using Vec4f32FromVec3f32Float32 = Composite<CompositeType::Vector4f32, Vector4f32, Vector3f32, float>;
  
  }
  
  #endif