text: define(["require", "exports"], function (require, exports) {
      "use strict";
      Object.defineProperty(exports, "__esModule", { value: true });
      class Vector4 {
          constructor() {
          }
          create() {
              let out = new glMatrix.ARRAY_TYPE(4);
              out[0] = 0;
              out[1] = 0;
              out[2] = 0;
              out[3] = 0;
              return out;
          }
          clone(value) {
              let out = new glMatrix.ARRAY_TYPE(4);
              out[0] = a[0];
              out[1] = a[1];
              out[2] = a[2];
              out[3] = a[3];
              return out;
          }
      }
      exports.Vector4 = Vector4;
      /*
      
        
        /**
         * Creates a new vec4 initialized with values from an existing vector
         *
         * @param {vec4} a vector to clone
         * @returns {vec4} a new 4D vector
         */
      function clone(a) {
          let out = new glMatrix.ARRAY_TYPE(4);
          out[0] = a[0];
          out[1] = a[1];
          out[2] = a[2];
          out[3] = a[3];
          return out;
      }
      exports.clone = clone;
      /**
       * Creates a new vec4 initialized with the given values
       *
       * @param {Number} x X component
       * @param {Number} y Y component
       * @param {Number} z Z component
       * @param {Number} w W component
       * @returns {vec4} a new 4D vector
       */
      function fromValues(x, y, z, w) {
          let out = new glMatrix.ARRAY_TYPE(4);
          out[0] = x;
          out[1] = y;
          out[2] = z;
          out[3] = w;
          return out;
      }
      exports.fromValues = fromValues;
      /**
       * Copy the values from one vec4 to another
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the source vector
       * @returns {vec4} out
       */
      function copy(out, a) {
          out[0] = a[0];
          out[1] = a[1];
          out[2] = a[2];
          out[3] = a[3];
          return out;
      }
      exports.copy = copy;
      /**
       * Set the components of a vec4 to the given values
       *
       * @param {vec4} out the receiving vector
       * @param {Number} x X component
       * @param {Number} y Y component
       * @param {Number} z Z component
       * @param {Number} w W component
       * @returns {vec4} out
       */
      function set(out, x, y, z, w) {
          out[0] = x;
          out[1] = y;
          out[2] = z;
          out[3] = w;
          return out;
      }
      exports.set = set;
      /**
       * Adds two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function add(out, a, b) {
          out[0] = a[0] + b[0];
          out[1] = a[1] + b[1];
          out[2] = a[2] + b[2];
          out[3] = a[3] + b[3];
          return out;
      }
      exports.add = add;
      /**
       * Subtracts vector b from vector a
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function subtract(out, a, b) {
          out[0] = a[0] - b[0];
          out[1] = a[1] - b[1];
          out[2] = a[2] - b[2];
          out[3] = a[3] - b[3];
          return out;
      }
      exports.subtract = subtract;
      /**
       * Multiplies two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function multiply(out, a, b) {
          out[0] = a[0] * b[0];
          out[1] = a[1] * b[1];
          out[2] = a[2] * b[2];
          out[3] = a[3] * b[3];
          return out;
      }
      exports.multiply = multiply;
      /**
       * Divides two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function divide(out, a, b) {
          out[0] = a[0] / b[0];
          out[1] = a[1] / b[1];
          out[2] = a[2] / b[2];
          out[3] = a[3] / b[3];
          return out;
      }
      exports.divide = divide;
      /**
       * Math.ceil the components of a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to ceil
       * @returns {vec4} out
       */
      function ceil(out, a) {
          out[0] = Math.ceil(a[0]);
          out[1] = Math.ceil(a[1]);
          out[2] = Math.ceil(a[2]);
          out[3] = Math.ceil(a[3]);
          return out;
      }
      exports.ceil = ceil;
      /**
       * Math.floor the components of a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to floor
       * @returns {vec4} out
       */
      function floor(out, a) {
          out[0] = Math.floor(a[0]);
          out[1] = Math.floor(a[1]);
          out[2] = Math.floor(a[2]);
          out[3] = Math.floor(a[3]);
          return out;
      }
      exports.floor = floor;
      /**
       * Returns the minimum of two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function min(out, a, b) {
          out[0] = Math.min(a[0], b[0]);
          out[1] = Math.min(a[1], b[1]);
          out[2] = Math.min(a[2], b[2]);
          out[3] = Math.min(a[3], b[3]);
          return out;
      }
      exports.min = min;
      /**
       * Returns the maximum of two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {vec4} out
       */
      function max(out, a, b) {
          out[0] = Math.max(a[0], b[0]);
          out[1] = Math.max(a[1], b[1]);
          out[2] = Math.max(a[2], b[2]);
          out[3] = Math.max(a[3], b[3]);
          return out;
      }
      exports.max = max;
      /**
       * Math.round the components of a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to round
       * @returns {vec4} out
       */
      function round(out, a) {
          out[0] = Math.round(a[0]);
          out[1] = Math.round(a[1]);
          out[2] = Math.round(a[2]);
          out[3] = Math.round(a[3]);
          return out;
      }
      exports.round = round;
      /**
       * Scales a vec4 by a scalar number
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the vector to scale
       * @param {Number} b amount to scale the vector by
       * @returns {vec4} out
       */
      function scale(out, a, b) {
          out[0] = a[0] * b;
          out[1] = a[1] * b;
          out[2] = a[2] * b;
          out[3] = a[3] * b;
          return out;
      }
      exports.scale = scale;
      /**
       * Adds two vec4's after scaling the second operand by a scalar value
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @param {Number} scale the amount to scale b by before adding
       * @returns {vec4} out
       */
      function scaleAndAdd(out, a, b, scale) {
          out[0] = a[0] + (b[0] * scale);
          out[1] = a[1] + (b[1] * scale);
          out[2] = a[2] + (b[2] * scale);
          out[3] = a[3] + (b[3] * scale);
          return out;
      }
      exports.scaleAndAdd = scaleAndAdd;
      /**
       * Calculates the euclidian distance between two vec4's
       *
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {Number} distance between a and b
       */
      function distance(a, b) {
          let x = b[0] - a[0];
          let y = b[1] - a[1];
          let z = b[2] - a[2];
          let w = b[3] - a[3];
          return Math.sqrt(x * x + y * y + z * z + w * w);
      }
      exports.distance = distance;
      /**
       * Calculates the squared euclidian distance between two vec4's
       *
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {Number} squared distance between a and b
       */
      function squaredDistance(a, b) {
          let x = b[0] - a[0];
          let y = b[1] - a[1];
          let z = b[2] - a[2];
          let w = b[3] - a[3];
          return x * x + y * y + z * z + w * w;
      }
      exports.squaredDistance = squaredDistance;
      /**
       * Calculates the length of a vec4
       *
       * @param {vec4} a vector to calculate length of
       * @returns {Number} length of a
       */
      function length(a) {
          let x = a[0];
          let y = a[1];
          let z = a[2];
          let w = a[3];
          return Math.sqrt(x * x + y * y + z * z + w * w);
      }
      exports.length = length;
      /**
       * Calculates the squared length of a vec4
       *
       * @param {vec4} a vector to calculate squared length of
       * @returns {Number} squared length of a
       */
      function squaredLength(a) {
          let x = a[0];
          let y = a[1];
          let z = a[2];
          let w = a[3];
          return x * x + y * y + z * z + w * w;
      }
      exports.squaredLength = squaredLength;
      /**
       * Negates the components of a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to negate
       * @returns {vec4} out
       */
      function negate(out, a) {
          out[0] = -a[0];
          out[1] = -a[1];
          out[2] = -a[2];
          out[3] = -a[3];
          return out;
      }
      exports.negate = negate;
      /**
       * Returns the inverse of the components of a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to invert
       * @returns {vec4} out
       */
      function inverse(out, a) {
          out[0] = 1.0 / a[0];
          out[1] = 1.0 / a[1];
          out[2] = 1.0 / a[2];
          out[3] = 1.0 / a[3];
          return out;
      }
      exports.inverse = inverse;
      /**
       * Normalize a vec4
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a vector to normalize
       * @returns {vec4} out
       */
      function normalize(out, a) {
          let x = a[0];
          let y = a[1];
          let z = a[2];
          let w = a[3];
          let len = x * x + y * y + z * z + w * w;
          if (len > 0) {
              len = 1 / Math.sqrt(len);
              out[0] = x * len;
              out[1] = y * len;
              out[2] = z * len;
              out[3] = w * len;
          }
          return out;
      }
      exports.normalize = normalize;
      /**
       * Calculates the dot product of two vec4's
       *
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @returns {Number} dot product of a and b
       */
      function dot(a, b) {
          return a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3];
      }
      exports.dot = dot;
      /**
       * Performs a linear interpolation between two vec4's
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the first operand
       * @param {vec4} b the second operand
       * @param {Number} t interpolation amount, in the range [0-1], between the two inputs
       * @returns {vec4} out
       */
      function lerp(out, a, b, t) {
          let ax = a[0];
          let ay = a[1];
          let az = a[2];
          let aw = a[3];
          out[0] = ax + t * (b[0] - ax);
          out[1] = ay + t * (b[1] - ay);
          out[2] = az + t * (b[2] - az);
          out[3] = aw + t * (b[3] - aw);
          return out;
      }
      exports.lerp = lerp;
      /**
       * Generates a random vector with the given scale
       *
       * @param {vec4} out the receiving vector
       * @param {Number} [scale] Length of the resulting vector. If ommitted, a unit vector will be returned
       * @returns {vec4} out
       */
      function random(out, scale) {
          scale = scale || 1.0;
          // Marsaglia, George. Choosing a Point from the Surface of a
          // Sphere. Ann. Math. Statist. 43 (1972), no. 2, 645--646.
          // http://projecteuclid.org/euclid.aoms/1177692644;
          var v1, v2, v3, v4;
          var s1, s2;
          do {
              v1 = glMatrix.RANDOM() * 2 - 1;
              v2 = glMatrix.RANDOM() * 2 - 1;
              s1 = v1 * v1 + v2 * v2;
          } while (s1 >= 1);
          do {
              v3 = glMatrix.RANDOM() * 2 - 1;
              v4 = glMatrix.RANDOM() * 2 - 1;
              s2 = v3 * v3 + v4 * v4;
          } while (s2 >= 1);
          var d = Math.sqrt((1 - s1) / s2);
          out[0] = scale * v1;
          out[1] = scale * v2;
          out[2] = scale * v3 * d;
          out[3] = scale * v4 * d;
          return out;
      }
      exports.random = random;
      /**
       * Transforms the vec4 with a mat4.
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the vector to transform
       * @param {mat4} m matrix to transform with
       * @returns {vec4} out
       */
      function transformMat4(out, a, m) {
          let x = a[0], y = a[1], z = a[2], w = a[3];
          out[0] = m[0] * x + m[4] * y + m[8] * z + m[12] * w;
          out[1] = m[1] * x + m[5] * y + m[9] * z + m[13] * w;
          out[2] = m[2] * x + m[6] * y + m[10] * z + m[14] * w;
          out[3] = m[3] * x + m[7] * y + m[11] * z + m[15] * w;
          return out;
      }
      exports.transformMat4 = transformMat4;
      /**
       * Transforms the vec4 with a quat
       *
       * @param {vec4} out the receiving vector
       * @param {vec4} a the vector to transform
       * @param {quat} q quaternion to transform with
       * @returns {vec4} out
       */
      function transformQuat(out, a, q) {
          let x = a[0], y = a[1], z = a[2];
          let qx = q[0], qy = q[1], qz = q[2], qw = q[3];
          // calculate quat * vec
          let ix = qw * x + qy * z - qz * y;
          let iy = qw * y + qz * x - qx * z;
          let iz = qw * z + qx * y - qy * x;
          let iw = -qx * x - qy * y - qz * z;
          // calculate result * inverse quat
          out[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
          out[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
          out[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;
          out[3] = a[3];
          return out;
      }
      exports.transformQuat = transformQuat;
      /**
       * Returns a string representation of a vector
       *
       * @param {vec4} a vector to represent as a string
       * @returns {String} string representation of the vector
       */
      function str(a) {
          return 'vec4(' + a[0] + ', ' + a[1] + ', ' + a[2] + ', ' + a[3] + ')';
      }
      exports.str = str;
      /**
       * Returns whether or not the vectors have exactly the same elements in the same position (when compared with ===)
       *
       * @param {vec4} a The first vector.
       * @param {vec4} b The second vector.
       * @returns {Boolean} True if the vectors are equal, false otherwise.
       */
      function exactEquals(a, b) {
          return a[0] === b[0] && a[1] === b[1] && a[2] === b[2] && a[3] === b[3];
      }
      exports.exactEquals = exactEquals;
      /**
       * Returns whether or not the vectors have approximately the same elements in the same position.
       *
       * @param {vec4} a The first vector.
       * @param {vec4} b The second vector.
       * @returns {Boolean} True if the vectors are equal, false otherwise.
       */
      function equals(a, b) {
          let a0 = a[0], a1 = a[1], a2 = a[2], a3 = a[3];
          let b0 = b[0], b1 = b[1], b2 = b[2], b3 = b[3];
          return (Math.abs(a0 - b0) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a0), Math.abs(b0)) &&
              Math.abs(a1 - b1) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a1), Math.abs(b1)) &&
              Math.abs(a2 - b2) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a2), Math.abs(b2)) &&
              Math.abs(a3 - b3) <= glMatrix.EPSILON * Math.max(1.0, Math.abs(a3), Math.abs(b3)));
      }
      exports.equals = equals;
      /**
       * Alias for {@link vec4.subtract}
       * @function
       */
      exports.sub = subtract;
      /**
       * Alias for {@link vec4.multiply}
       * @function
       */
      exports.mul = multiply;
      /**
       * Alias for {@link vec4.divide}
       * @function
       */
      exports.div = divide;
      /**
       * Alias for {@link vec4.distance}
       * @function
       */
      exports.dist = distance;
      /**
       * Alias for {@link vec4.squaredDistance}
       * @function
       */
      exports.sqrDist = squaredDistance;
      /**
       * Alias for {@link vec4.length}
       * @function
       */
      exports.len = length;
      /**
       * Alias for {@link vec4.squaredLength}
       * @function
       */
      exports.sqrLen = squaredLength;
      /**
       * Perform some operation over an array of vec4s.
       *
       * @param {Array} a the array of vectors to iterate over
       * @param {Number} stride Number of elements between the start of each vec4. If 0 assumes tightly packed
       * @param {Number} offset Number of elements to skip at the beginning of the array
       * @param {Number} count Number of vec4s to iterate over. If 0 iterates over entire array
       * @param {Function} fn Function to call for each vector in the array
       * @param {Object} [arg] additional argument to pass to fn
       * @returns {Array} a
       * @function
       */
      exports.forEach = (function () {
          let vec = create();
          return function (a, stride, offset, count, fn, arg) {
              let i, l;
              if (!stride) {
                  stride = 4;
              }
              if (!offset) {
                  offset = 0;
              }
              if (count) {
                  l = Math.min((count * stride) + offset, a.length);
              }
              else {
                  l = a.length;
              }
              for (i = offset; i < l; i += stride) {
                  vec[0] = a[i];
                  vec[1] = a[i + 1];
                  vec[2] = a[i + 2];
                  vec[3] = a[i + 3];
                  fn(vec, vec, arg);
                  a[i] = vec[0];
                  a[i + 1] = vec[1];
                  a[i + 2] = vec[2];
                  a[i + 3] = vec[3];
              }
              return a;
          };
      })();
          * /;
  });
  //# sourceMappingURL=Vector4.js.map