Add mat3.pos.
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@ -641,6 +641,14 @@ proc inverse*(a: Mat3): Mat3 =
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result[2, 1] = -(a[0, 0] * a[2, 1] - a[2, 0] * a[0, 1]) * invDet
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result[2, 2] = (a[0, 0] * a[1, 1] - a[1, 0] * a[0, 1]) * invDet
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proc pos*(a: Mat3): Vec2 {.inline.} =
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result.x = a[2, 0]
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result.y = a[2, 1]
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proc `pos=`*(a: var Mat3, b: Vec2) {.inline.} =
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a[2, 0] = b.x
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a[2, 1] = b.y
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type Mat4* = array[16, float32] ## 4x4 Matrix - OpenGL row order
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proc `[]`*(a: Mat4, i, j: int): float32 = a[i * 4 + j]
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