text: /*
  	MIT License
  
  	Copyright (c) 2018-2021 NovusCore
  
  	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.
  */
  #pragma once
  #include <cstdint>
  
  #include <glm/vec2.hpp>
  #include <glm/vec3.hpp>
  #include <glm/vec4.hpp>
  #include <glm/mat3x3.hpp>
  #include <glm/mat4x4.hpp>
  #include <glm/gtx/quaternion.hpp>
  
  #include "Math/Math.h"
  #include "Math/Color.h"
  #include "Math/Half.h"
  
  using u8 = uint8_t;
  using u16 = uint16_t;
  using u32 = uint32_t;
  using u64 = uint64_t;
  using i8 = int8_t;
  using i16 = int16_t;
  using i32 = int32_t;
  using i64 = int64_t;
  using f16 = half_float::half;
  using f32 = float;
  using f64 = double;
  
  using vec2 = glm::vec2;
  using ivec2 = glm::ivec2;
  using uvec2 = glm::uvec2;
  using hvec2 = glm::vec<2, f16>;
  using vec3 = glm::vec3;
  using ivec3 = glm::ivec3;
  using uvec3 = glm::uvec3;
  using hvec3 = glm::vec<3, f16>;
  using u8vec4 = glm::vec<4, u8>;
  using vec4 = glm::vec4;
  using ivec4 = glm::ivec4;
  using uvec4 = glm::uvec4;
  using hvec4 = glm::vec<4, f16>;
  using mat3x3 = glm::mat3x3;
  using mat4x4 = glm::mat4x4;
  using quaternion = glm::quat;
  
  template<class T> constexpr T operator~ (T a) { return (T)~(int)a; }
  template<class T> constexpr T operator| (T a, T b) { return (T)((int)a | (int)b); }
  template<class T> constexpr T operator& (T a, T b) { return (T)((int)a & (int)b); }
  template<class T> constexpr T operator^ (T a, T b) { return (T)((int)a ^ (int)b); }
  template<class T> constexpr T& operator|= (T& a, T b) { return (T&)((int&)a |= (int)b); }
  template<class T> constexpr T& operator&= (T& a, T b) { return (T&)((int&)a &= (int)b); }
  template<class T> constexpr T& operator^= (T& a, T b) { return (T&)((int&)a ^= (int)b); }
  
  #ifdef WIN32
  #define NOVUS_NO_PADDING_START __pragma(pack(push, 1))
  #define NOVUS_NO_PADDING_END __pragma(pack(pop))
  #else
  	static_assert(false, "Implement these for whatever platform you are porting to!");
  #endif