#ifndef TRANSFORMATION_H #define TRANSFORMATION_H #include extern void lookAt(mat4* out, vec3* eye, vec3* look, vec3* up); extern void perspectiveProjection(mat4* out, GLfloat near, GLfloat far); extern void normalisedDeviceCoordinates(mat4* out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, GLfloat n, GLfloat f); extern void normalisedDeviceCoordinatesFov(mat4* out, GLfloat fovy, GLfloat aspectRatio, GLfloat n, GLfloat f); #endif