l     NoneThree element GLfloat vector. Four element GLfloat vector. &3x3 Matrix in the OpenGL orientation. &4x4 Matrix in the OpenGL orientation: . translation column is the last 4 elements. The  identity matrix. !Multiplies a vector by a matrix. 3Returns the upper-left 3x3 matrix of a 4x4 matrix. 1Pads the 3x3 matrix to a 4x4 matrix with a 1 in ( bottom right corner and 0 elsewhere. >Inverts a 4x4 orthonormal matrix with the special case trick. KCreates the translation matrix that translates points by the given vector. JCreates the scaling matrix that scales points by the factors given by the  vector components. LCreates a lookAt matrix from three vectors: the eye position, the point the 3 eye is looking at and the up vector of the eye. 'Creates a frustumMatrix from the given , left, right, bottom, top, znear and zfar  values for the view frustum. ECreates a perspective projection matrix for the given field-of-view, ( screen aspect ratio, znear and zfar. &Normalizes a vector to a unit vector. Scales a vector by a scalar. !Computes the length of a vector. Inner product of two vectors. Adds two vectors together. !Subtracts a vector from another. Negates a vector. 8Computes the direction unit vector between two vectors. Vector dot product.  Cross product of two 3-vectors. DConverts a 4-vector into a 3-vector by dropping the fourth element. HConverts a 3-vector into a 4-vector by appending the given value to it.  Multiplies a GLfloat by itself. # ! "   # ! "#      !"#$%GLMatrix-0.1.0.0GLMatrixVector3Vector4 Matrix3x3 Matrix4x4setMatrix4x4Uniform withMatrix toGLFormatidentityMatrix matrixMulVecmatrix4x4To3x3matrix3x3To4x4invertMatrix4x4ONtranslationMatrix scalingMatrixrotationMatrix lookAtMatrixG frustumMatrix orthoMatrixperspectiveMatrixaddVec normalizeVecscaleVec lengthVecinnerVecsubVec negateVec directionVecdotVec crossVec3vec4To3vec3To4squareapplyToIndices2applyToIndices$fNum[]