text: ///////////////////////////////////////////////////////////////////////////////////////////////////
  // OpenGL Mathematics Copyright (c) 2005 - 2010 G-Truc Creation (www.g-truc.net)
  ///////////////////////////////////////////////////////////////////////////////////////////////////
  // Created : 2008-08-03
  // Updated : 2010-02-04
  // Licence : This source is under MIT License
  // File    : glm/core/func_geometric.hpp
  ///////////////////////////////////////////////////////////////////////////////////////////////////
  
  #ifndef glm_core_func_geometric
  #define glm_core_func_geometric
  
  namespace glm
  {
  	namespace test{
  		void main_core_func_geometric();
  	}//namespace test
  
  	namespace core{
  	namespace function{
  	//! Define all geometric functions from Section 8.4 of GLSL 1.30.8 specification. Included in glm namespace.
  	namespace geometric{
  
  	//! Returns the length of x, i.e., sqrt(x * x).
  	//! (From GLSL 1.30.08 specification, section 8.4)
  	template <typename genType> 
  	typename genType::value_type length(
  		genType const & x); 
  
  	//! Returns the distance betwwen p0 and p1, i.e., length(p0 - p1).
      //! (From GLSL 1.30.08 specification, section 8.4)
  	template <typename genType> 
  	typename genType::value_type distance(
  		genType const & p0, 
  		genType const & p1);
  
  	//! Returns the dot product of x and y, i.e., result = x * y.
  	//! (From GLSL 1.30.08 specification, section 8.4)
      template <typename genType> 
  	typename genType::value_type dot(
  		genType const & x, 
  		genType const & y);
  
  	//! Returns the cross product of x and y.
      //! (From GLSL 1.30.08 specification, section 8.4)
      template <typename T> 
  	detail::tvec3<T> cross(
  		detail::tvec3<T> const & x, 
  		detail::tvec3<T> const & y);
  
  	//! Returns a vector in the same direction as x but with length of 1.
  	//! (From GLSL 1.30.08 specification, section 8.4)
  	template <typename genType> 
  	genType normalize(
  		genType const & x);
  
  	//! If dot(Nref, I) < 0.0, return N, otherwise, return -N.
  	//! (From GLSL 1.30.08 specification, section 8.4)
      template <typename genType> 
  	genType faceforward(
  		genType const & N, 
  		genType const & I, 
  		genType const & Nref);
    
  	//! For the incident vector I and surface orientation N, 
  	//! returns the reflection direction : result = I - 2.0 * dot(N, I) * N.
  	//! (From GLSL 1.30.08 specification, section 8.4)
      template <typename genType> 
  	genType reflect(
  		genType const & I, 
  		genType const & N);
    
  	//! For the incident vector I and surface normal N, 
  	//! and the ratio of indices of refraction eta, 
  	//! return the refraction vector.
  	//! (From GLSL 1.30.08 specification, section 8.4)
      template <typename genType> 
  	genType refract(
  		genType const & I, 
  		genType const & N, 
  		typename genType::value_type const & eta);
  
  	}//namespace geometric
  	}//namespace function
  	}//namespace core
  
  	using namespace core::function::geometric;
  }//namespace glm
  
  #include "func_geometric.inl"
  
  #endif//glm_core_func_geometric
  