namespace glm
{
	/// @addtogroup gtx_rotate_vector
	/// @{

	/// Returns Spherical interpolation between two vectors
	///
	/// @param x A first vector
	/// @param y A second vector
	/// @param a Interpolation factor. The interpolation is defined beyond the range [0, 1].
	///
	/// @see gtx_rotate_vector
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<3, T, Q> slerp(
		vec<3, T, Q> const& x,
		vec<3, T, Q> const& y,
		T const& a);

	//! Rotate a two dimensional vector.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<2, T, Q> rotate(
		vec<2, T, Q> const& v,
		T const& angle);

	//! Rotate a three dimensional vector around an axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<3, T, Q> rotate(
		vec<3, T, Q> const& v,
		T const& angle,
		vec<3, T, Q> const& normal);

	//! Rotate a four dimensional vector around an axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<4, T, Q> rotate(
		vec<4, T, Q> const& v,
		T const& angle,
		vec<3, T, Q> const& normal);

	//! Rotate a three dimensional vector around the X axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<3, T, Q> rotateX(
		vec<3, T, Q> const& v,
		T const& angle);

	//! Rotate a three dimensional vector around the Y axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<3, T, Q> rotateY(
		vec<3, T, Q> const& v,
		T const& angle);

	//! Rotate a three dimensional vector around the Z axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<3, T, Q> rotateZ(
		vec<3, T, Q> const& v,
		T const& angle);

	//! Rotate a four dimensional vector around the X axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<4, T, Q> rotateX(
		vec<4, T, Q> const& v,
		T const& angle);

	//! Rotate a four dimensional vector around the Y axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<4, T, Q> rotateY(
		vec<4, T, Q> const& v,
		T const& angle);

	//! Rotate a four dimensional vector around the Z axis.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL vec<4, T, Q> rotateZ(
		vec<4, T, Q> const& v,
		T const& angle);

	//! Build a rotation matrix from a normal and a up vector.
	//! From GLM_GTX_rotate_vector extension.
	template<typename T, qualifier Q>
	GLM_FUNC_DECL mat<4, 4, T, Q> orientation(
		vec<3, T, Q> const& Normal,
		vec<3, T, Q> const& Up);

	/// @}
}//namespace glm

#include "rotate_vector.inl"
