v->y = y;
}
+static inline float cgm_wdot(const cgm_vec4 *a, const cgm_vec4 *b)
+{
+ return a->x * b->x + a->y * b->y + a->z * b->z + a->w * b->w;
+}
+
static inline float cgm_wlength(const cgm_vec4 *v)
{
return sqrt(v->x * v->x + v->y * v->y + v->z * v->z + v->w * v->w);