text: /// @ref core
  /// @file ext/matrix_float3x4_precision.hpp
  
  #pragma once
  #include "../detail/type_mat3x4.hpp"
  
  namespace glm
  {
  	/// @addtogroup core_matrix_precision
  	/// @{
  
  	/// 3 columns of 4 components matrix of single-precision floating-point numbers using low precision arithmetic in term of ULPs.
  	///
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
  	typedef mat<3, 4, float, lowp>		lowp_mat3x4;
  
  	/// 3 columns of 4 components matrix of single-precision floating-point numbers using medium precision arithmetic in term of ULPs.
  	///
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
  	typedef mat<3, 4, float, mediump>	mediump_mat3x4;
  
  	/// 3 columns of 4 components matrix of single-precision floating-point numbers using high precision arithmetic in term of ULPs.
  	///
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.1.6 Matrices</a>
  	/// @see <a href="http://www.opengl.org/registry/doc/GLSLangSpec.4.20.8.pdf">GLSL 4.20.8 specification, section 4.7.2 Precision Qualifier</a>
  	typedef mat<3, 4, float, highp>		highp_mat3x4;
  
  	/// @}
  }//namespace glm
  