use crate::{Vec2, Vec3, Vec4, Vec4Swizzles};
impl Vec4Swizzles for Vec4 {
type Vec2 = Vec2;
type Vec3 = Vec3;
#[inline]
fn xx(self) -> Vec2 {
Vec2 {
x: self.x,
y: self.x,
}
}
#[inline]
fn xy(self) -> Vec2 {
Vec2 {
x: self.x,
y: self.y,
}
}
#[inline]
fn xz(self) -> Vec2 {
Vec2 {
x: self.x,
y: self.z,
}
}
#[inline]
fn xw(self) -> Vec2 {
Vec2 {
x: self.x,
y: self.w,
}
}
#[inline]
fn yx(self) -> Vec2 {
Vec2 {
x: self.y,
y: self.x,
}
}
#[inline]
fn yy(self) -> Vec2 {
Vec2 {
x: self.y,
y: self.y,
}
}
#[inline]
fn yz(self) -> Vec2 {
Vec2 {
x: self.y,
y: self.z,
}
}
#[inline]
fn yw(self) -> Vec2 {
Vec2 {
x: self.y,
y: self.w,
}
}
#[inline]
fn zx(self) -> Vec2 {
Vec2 {
x: self.z,
y: self.x,
}
}
#[inline]
fn zy(self) -> Vec2 {
Vec2 {
x: self.z,
y: self.y,
}
}
#[inline]
fn zz(self) -> Vec2 {
Vec2 {
x: self.z,
y: self.z,
}
}
#[inline]
fn zw(self) -> Vec2 {
Vec2 {
x: self.z,
y: self.w,
}
}
#[inline]
fn wx(self) -> Vec2 {
Vec2 {
x: self.w,
y: self.x,
}
}
#[inline]
fn wy(self) -> Vec2 {
Vec2 {
x: self.w,
y: self.y,
}
}
#[inline]
fn wz(self) -> Vec2 {
Vec2 {
x: self.w,
y: self.z,
}
}
#[inline]
fn ww(self) -> Vec2 {
Vec2 {
x: self.w,
y: self.w,
}
}
#[inline]
fn xxx(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.x,
z: self.x,
}
}
#[inline]
fn xxy(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.x,
z: self.y,
}
}
#[inline]
fn xxz(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.x,
z: self.z,
}
}
#[inline]
fn xxw(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.x,
z: self.w,
}
}
#[inline]
fn xyx(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.y,
z: self.x,
}
}
#[inline]
fn xyy(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.y,
z: self.y,
}
}
#[inline]
fn xyz(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.y,
z: self.z,
}
}
#[inline]
fn xyw(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.y,
z: self.w,
}
}
#[inline]
fn xzx(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.z,
z: self.x,
}
}
#[inline]
fn xzy(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.z,
z: self.y,
}
}
#[inline]
fn xzz(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.z,
z: self.z,
}
}
#[inline]
fn xzw(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.z,
z: self.w,
}
}
#[inline]
fn xwx(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.w,
z: self.x,
}
}
#[inline]
fn xwy(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.w,
z: self.y,
}
}
#[inline]
fn xwz(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.w,
z: self.z,
}
}
#[inline]
fn xww(self) -> Vec3 {
Vec3 {
x: self.x,
y: self.w,
z: self.w,
}
}
#[inline]
fn yxx(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.x,
z: self.x,
}
}
#[inline]
fn yxy(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.x,
z: self.y,
}
}
#[inline]
fn yxz(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.x,
z: self.z,
}
}
#[inline]
fn yxw(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.x,
z: self.w,
}
}
#[inline]
fn yyx(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.y,
z: self.x,
}
}
#[inline]
fn yyy(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.y,
z: self.y,
}
}
#[inline]
fn yyz(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.y,
z: self.z,
}
}
#[inline]
fn yyw(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.y,
z: self.w,
}
}
#[inline]
fn yzx(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.z,
z: self.x,
}
}
#[inline]
fn yzy(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.z,
z: self.y,
}
}
#[inline]
fn yzz(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.z,
z: self.z,
}
}
#[inline]
fn yzw(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.z,
z: self.w,
}
}
#[inline]
fn ywx(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.w,
z: self.x,
}
}
#[inline]
fn ywy(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.w,
z: self.y,
}
}
#[inline]
fn ywz(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.w,
z: self.z,
}
}
#[inline]
fn yww(self) -> Vec3 {
Vec3 {
x: self.y,
y: self.w,
z: self.w,
}
}
#[inline]
fn zxx(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.x,
z: self.x,
}
}
#[inline]
fn zxy(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.x,
z: self.y,
}
}
#[inline]
fn zxz(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.x,
z: self.z,
}
}
#[inline]
fn zxw(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.x,
z: self.w,
}
}
#[inline]
fn zyx(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.y,
z: self.x,
}
}
#[inline]
fn zyy(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.y,
z: self.y,
}
}
#[inline]
fn zyz(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.y,
z: self.z,
}
}
#[inline]
fn zyw(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.y,
z: self.w,
}
}
#[inline]
fn zzx(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.z,
z: self.x,
}
}
#[inline]
fn zzy(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.z,
z: self.y,
}
}
#[inline]
fn zzz(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.z,
z: self.z,
}
}
#[inline]
fn zzw(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.z,
z: self.w,
}
}
#[inline]
fn zwx(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.w,
z: self.x,
}
}
#[inline]
fn zwy(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.w,
z: self.y,
}
}
#[inline]
fn zwz(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.w,
z: self.z,
}
}
#[inline]
fn zww(self) -> Vec3 {
Vec3 {
x: self.z,
y: self.w,
z: self.w,
}
}
#[inline]
fn wxx(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.x,
z: self.x,
}
}
#[inline]
fn wxy(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.x,
z: self.y,
}
}
#[inline]
fn wxz(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.x,
z: self.z,
}
}
#[inline]
fn wxw(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.x,
z: self.w,
}
}
#[inline]
fn wyx(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.y,
z: self.x,
}
}
#[inline]
fn wyy(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.y,
z: self.y,
}
}
#[inline]
fn wyz(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.y,
z: self.z,
}
}
#[inline]
fn wyw(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.y,
z: self.w,
}
}
#[inline]
fn wzx(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.z,
z: self.x,
}
}
#[inline]
fn wzy(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.z,
z: self.y,
}
}
#[inline]
fn wzz(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.z,
z: self.z,
}
}
#[inline]
fn wzw(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.z,
z: self.w,
}
}
#[inline]
fn wwx(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.w,
z: self.x,
}
}
#[inline]
fn wwy(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.w,
z: self.y,
}
}
#[inline]
fn wwz(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.w,
z: self.z,
}
}
#[inline]
fn www(self) -> Vec3 {
Vec3 {
x: self.w,
y: self.w,
z: self.w,
}
}
#[inline]
fn xxxx(self) -> Vec4 {
Vec4::new(self.x, self.x, self.x, self.x)
}
#[inline]
fn xxxy(self) -> Vec4 {
Vec4::new(self.x, self.x, self.x, self.y)
}
#[inline]
fn xxxz(self) -> Vec4 {
Vec4::new(self.x, self.x, self.x, self.z)
}
#[inline]
fn xxxw(self) -> Vec4 {
Vec4::new(self.x, self.x, self.x, self.w)
}
#[inline]
fn xxyx(self) -> Vec4 {
Vec4::new(self.x, self.x, self.y, self.x)
}
#[inline]
fn xxyy(self) -> Vec4 {
Vec4::new(self.x, self.x, self.y, self.y)
}
#[inline]
fn xxyz(self) -> Vec4 {
Vec4::new(self.x, self.x, self.y, self.z)
}
#[inline]
fn xxyw(self) -> Vec4 {
Vec4::new(self.x, self.x, self.y, self.w)
}
#[inline]
fn xxzx(self) -> Vec4 {
Vec4::new(self.x, self.x, self.z, self.x)
}
#[inline]
fn xxzy(self) -> Vec4 {
Vec4::new(self.x, self.x, self.z, self.y)
}
#[inline]
fn xxzz(self) -> Vec4 {
Vec4::new(self.x, self.x, self.z, self.z)
}
#[inline]
fn xxzw(self) -> Vec4 {
Vec4::new(self.x, self.x, self.z, self.w)
}
#[inline]
fn xxwx(self) -> Vec4 {
Vec4::new(self.x, self.x, self.w, self.x)
}
#[inline]
fn xxwy(self) -> Vec4 {
Vec4::new(self.x, self.x, self.w, self.y)
}
#[inline]
fn xxwz(self) -> Vec4 {
Vec4::new(self.x, self.x, self.w, self.z)
}
#[inline]
fn xxww(self) -> Vec4 {
Vec4::new(self.x, self.x, self.w, self.w)
}
#[inline]
fn xyxx(self) -> Vec4 {
Vec4::new(self.x, self.y, self.x, self.x)
}
#[inline]
fn xyxy(self) -> Vec4 {
Vec4::new(self.x, self.y, self.x, self.y)
}
#[inline]
fn xyxz(self) -> Vec4 {
Vec4::new(self.x, self.y, self.x, self.z)
}
#[inline]
fn xyxw(self) -> Vec4 {
Vec4::new(self.x, self.y, self.x, self.w)
}
#[inline]
fn xyyx(self) -> Vec4 {
Vec4::new(self.x, self.y, self.y, self.x)
}
#[inline]
fn xyyy(self) -> Vec4 {
Vec4::new(self.x, self.y, self.y, self.y)
}
#[inline]
fn xyyz(self) -> Vec4 {
Vec4::new(self.x, self.y, self.y, self.z)
}
#[inline]
fn xyyw(self) -> Vec4 {
Vec4::new(self.x, self.y, self.y, self.w)
}
#[inline]
fn xyzx(self) -> Vec4 {
Vec4::new(self.x, self.y, self.z, self.x)
}
#[inline]
fn xyzy(self) -> Vec4 {
Vec4::new(self.x, self.y, self.z, self.y)
}
#[inline]
fn xyzz(self) -> Vec4 {
Vec4::new(self.x, self.y, self.z, self.z)
}
#[inline]
fn xyzw(self) -> Vec4 {
Vec4::new(self.x, self.y, self.z, self.w)
}
#[inline]
fn xywx(self) -> Vec4 {
Vec4::new(self.x, self.y, self.w, self.x)
}
#[inline]
fn xywy(self) -> Vec4 {
Vec4::new(self.x, self.y, self.w, self.y)
}
#[inline]
fn xywz(self) -> Vec4 {
Vec4::new(self.x, self.y, self.w, self.z)
}
#[inline]
fn xyww(self) -> Vec4 {
Vec4::new(self.x, self.y, self.w, self.w)
}
#[inline]
fn xzxx(self) -> Vec4 {
Vec4::new(self.x, self.z, self.x, self.x)
}
#[inline]
fn xzxy(self) -> Vec4 {
Vec4::new(self.x, self.z, self.x, self.y)
}
#[inline]
fn xzxz(self) -> Vec4 {
Vec4::new(self.x, self.z, self.x, self.z)
}
#[inline]
fn xzxw(self) -> Vec4 {
Vec4::new(self.x, self.z, self.x, self.w)
}
#[inline]
fn xzyx(self) -> Vec4 {
Vec4::new(self.x, self.z, self.y, self.x)
}
#[inline]
fn xzyy(self) -> Vec4 {
Vec4::new(self.x, self.z, self.y, self.y)
}
#[inline]
fn xzyz(self) -> Vec4 {
Vec4::new(self.x, self.z, self.y, self.z)
}
#[inline]
fn xzyw(self) -> Vec4 {
Vec4::new(self.x, self.z, self.y, self.w)
}
#[inline]
fn xzzx(self) -> Vec4 {
Vec4::new(self.x, self.z, self.z, self.x)
}
#[inline]
fn xzzy(self) -> Vec4 {
Vec4::new(self.x, self.z, self.z, self.y)
}
#[inline]
fn xzzz(self) -> Vec4 {
Vec4::new(self.x, self.z, self.z, self.z)
}
#[inline]
fn xzzw(self) -> Vec4 {
Vec4::new(self.x, self.z, self.z, self.w)
}
#[inline]
fn xzwx(self) -> Vec4 {
Vec4::new(self.x, self.z, self.w, self.x)
}
#[inline]
fn xzwy(self) -> Vec4 {
Vec4::new(self.x, self.z, self.w, self.y)
}
#[inline]
fn xzwz(self) -> Vec4 {
Vec4::new(self.x, self.z, self.w, self.z)
}
#[inline]
fn xzww(self) -> Vec4 {
Vec4::new(self.x, self.z, self.w, self.w)
}
#[inline]
fn xwxx(self) -> Vec4 {
Vec4::new(self.x, self.w, self.x, self.x)
}
#[inline]
fn xwxy(self) -> Vec4 {
Vec4::new(self.x, self.w, self.x, self.y)
}
#[inline]
fn xwxz(self) -> Vec4 {
Vec4::new(self.x, self.w, self.x, self.z)
}
#[inline]
fn xwxw(self) -> Vec4 {
Vec4::new(self.x, self.w, self.x, self.w)
}
#[inline]
fn xwyx(self) -> Vec4 {
Vec4::new(self.x, self.w, self.y, self.x)
}
#[inline]
fn xwyy(self) -> Vec4 {
Vec4::new(self.x, self.w, self.y, self.y)
}
#[inline]
fn xwyz(self) -> Vec4 {
Vec4::new(self.x, self.w, self.y, self.z)
}
#[inline]
fn xwyw(self) -> Vec4 {
Vec4::new(self.x, self.w, self.y, self.w)
}
#[inline]
fn xwzx(self) -> Vec4 {
Vec4::new(self.x, self.w, self.z, self.x)
}
#[inline]
fn xwzy(self) -> Vec4 {
Vec4::new(self.x, self.w, self.z, self.y)
}
#[inline]
fn xwzz(self) -> Vec4 {
Vec4::new(self.x, self.w, self.z, self.z)
}
#[inline]
fn xwzw(self) -> Vec4 {
Vec4::new(self.x, self.w, self.z, self.w)
}
#[inline]
fn xwwx(self) -> Vec4 {
Vec4::new(self.x, self.w, self.w, self.x)
}
#[inline]
fn xwwy(self) -> Vec4 {
Vec4::new(self.x, self.w, self.w, self.y)
}
#[inline]
fn xwwz(self) -> Vec4 {
Vec4::new(self.x, self.w, self.w, self.z)
}
#[inline]
fn xwww(self) -> Vec4 {
Vec4::new(self.x, self.w, self.w, self.w)
}
#[inline]
fn yxxx(self) -> Vec4 {
Vec4::new(self.y, self.x, self.x, self.x)
}
#[inline]
fn yxxy(self) -> Vec4 {
Vec4::new(self.y, self.x, self.x, self.y)
}
#[inline]
fn yxxz(self) -> Vec4 {
Vec4::new(self.y, self.x, self.x, self.z)
}
#[inline]
fn yxxw(self) -> Vec4 {
Vec4::new(self.y, self.x, self.x, self.w)
}
#[inline]
fn yxyx(self) -> Vec4 {
Vec4::new(self.y, self.x, self.y, self.x)
}
#[inline]
fn yxyy(self) -> Vec4 {
Vec4::new(self.y, self.x, self.y, self.y)
}
#[inline]
fn yxyz(self) -> Vec4 {
Vec4::new(self.y, self.x, self.y, self.z)
}
#[inline]
fn yxyw(self) -> Vec4 {
Vec4::new(self.y, self.x, self.y, self.w)
}
#[inline]
fn yxzx(self) -> Vec4 {
Vec4::new(self.y, self.x, self.z, self.x)
}
#[inline]
fn yxzy(self) -> Vec4 {
Vec4::new(self.y, self.x, self.z, self.y)
}
#[inline]
fn yxzz(self) -> Vec4 {
Vec4::new(self.y, self.x, self.z, self.z)
}
#[inline]
fn yxzw(self) -> Vec4 {
Vec4::new(self.y, self.x, self.z, self.w)
}
#[inline]
fn yxwx(self) -> Vec4 {
Vec4::new(self.y, self.x, self.w, self.x)
}
#[inline]
fn yxwy(self) -> Vec4 {
Vec4::new(self.y, self.x, self.w, self.y)
}
#[inline]
fn yxwz(self) -> Vec4 {
Vec4::new(self.y, self.x, self.w, self.z)
}
#[inline]
fn yxww(self) -> Vec4 {
Vec4::new(self.y, self.x, self.w, self.w)
}
#[inline]
fn yyxx(self) -> Vec4 {
Vec4::new(self.y, self.y, self.x, self.x)
}
#[inline]
fn yyxy(self) -> Vec4 {
Vec4::new(self.y, self.y, self.x, self.y)
}
#[inline]
fn yyxz(self) -> Vec4 {
Vec4::new(self.y, self.y, self.x, self.z)
}
#[inline]
fn yyxw(self) -> Vec4 {
Vec4::new(self.y, self.y, self.x, self.w)
}
#[inline]
fn yyyx(self) -> Vec4 {
Vec4::new(self.y, self.y, self.y, self.x)
}
#[inline]
fn yyyy(self) -> Vec4 {
Vec4::new(self.y, self.y, self.y, self.y)
}
#[inline]
fn yyyz(self) -> Vec4 {
Vec4::new(self.y, self.y, self.y, self.z)
}
#[inline]
fn yyyw(self) -> Vec4 {
Vec4::new(self.y, self.y, self.y, self.w)
}
#[inline]
fn yyzx(self) -> Vec4 {
Vec4::new(self.y, self.y, self.z, self.x)
}
#[inline]
fn yyzy(self) -> Vec4 {
Vec4::new(self.y, self.y, self.z, self.y)
}
#[inline]
fn yyzz(self) -> Vec4 {
Vec4::new(self.y, self.y, self.z, self.z)
}
#[inline]
fn yyzw(self) -> Vec4 {
Vec4::new(self.y, self.y, self.z, self.w)
}
#[inline]
fn yywx(self) -> Vec4 {
Vec4::new(self.y, self.y, self.w, self.x)
}
#[inline]
fn yywy(self) -> Vec4 {
Vec4::new(self.y, self.y, self.w, self.y)
}
#[inline]
fn yywz(self) -> Vec4 {
Vec4::new(self.y, self.y, self.w, self.z)
}
#[inline]
fn yyww(self) -> Vec4 {
Vec4::new(self.y, self.y, self.w, self.w)
}
#[inline]
fn yzxx(self) -> Vec4 {
Vec4::new(self.y, self.z, self.x, self.x)
}
#[inline]
fn yzxy(self) -> Vec4 {
Vec4::new(self.y, self.z, self.x, self.y)
}
#[inline]
fn yzxz(self) -> Vec4 {
Vec4::new(self.y, self.z, self.x, self.z)
}
#[inline]
fn yzxw(self) -> Vec4 {
Vec4::new(self.y, self.z, self.x, self.w)
}
#[inline]
fn yzyx(self) -> Vec4 {
Vec4::new(self.y, self.z, self.y, self.x)
}
#[inline]
fn yzyy(self) -> Vec4 {
Vec4::new(self.y, self.z, self.y, self.y)
}
#[inline]
fn yzyz(self) -> Vec4 {
Vec4::new(self.y, self.z, self.y, self.z)
}
#[inline]
fn yzyw(self) -> Vec4 {
Vec4::new(self.y, self.z, self.y, self.w)
}
#[inline]
fn yzzx(self) -> Vec4 {
Vec4::new(self.y, self.z, self.z, self.x)
}
#[inline]
fn yzzy(self) -> Vec4 {
Vec4::new(self.y, self.z, self.z, self.y)
}
#[inline]
fn yzzz(self) -> Vec4 {
Vec4::new(self.y, self.z, self.z, self.z)
}
#[inline]
fn yzzw(self) -> Vec4 {
Vec4::new(self.y, self.z, self.z, self.w)
}
#[inline]
fn yzwx(self) -> Vec4 {
Vec4::new(self.y, self.z, self.w, self.x)
}
#[inline]
fn yzwy(self) -> Vec4 {
Vec4::new(self.y, self.z, self.w, self.y)
}
#[inline]
fn yzwz(self) -> Vec4 {
Vec4::new(self.y, self.z, self.w, self.z)
}
#[inline]
fn yzww(self) -> Vec4 {
Vec4::new(self.y, self.z, self.w, self.w)
}
#[inline]
fn ywxx(self) -> Vec4 {
Vec4::new(self.y, self.w, self.x, self.x)
}
#[inline]
fn ywxy(self) -> Vec4 {
Vec4::new(self.y, self.w, self.x, self.y)
}
#[inline]
fn ywxz(self) -> Vec4 {
Vec4::new(self.y, self.w, self.x, self.z)
}
#[inline]
fn ywxw(self) -> Vec4 {
Vec4::new(self.y, self.w, self.x, self.w)
}
#[inline]
fn ywyx(self) -> Vec4 {
Vec4::new(self.y, self.w, self.y, self.x)
}
#[inline]
fn ywyy(self) -> Vec4 {
Vec4::new(self.y, self.w, self.y, self.y)
}
#[inline]
fn ywyz(self) -> Vec4 {
Vec4::new(self.y, self.w, self.y, self.z)
}
#[inline]
fn ywyw(self) -> Vec4 {
Vec4::new(self.y, self.w, self.y, self.w)
}
#[inline]
fn ywzx(self) -> Vec4 {
Vec4::new(self.y, self.w, self.z, self.x)
}
#[inline]
fn ywzy(self) -> Vec4 {
Vec4::new(self.y, self.w, self.z, self.y)
}
#[inline]
fn ywzz(self) -> Vec4 {
Vec4::new(self.y, self.w, self.z, self.z)
}
#[inline]
fn ywzw(self) -> Vec4 {
Vec4::new(self.y, self.w, self.z, self.w)
}
#[inline]
fn ywwx(self) -> Vec4 {
Vec4::new(self.y, self.w, self.w, self.x)
}
#[inline]
fn ywwy(self) -> Vec4 {
Vec4::new(self.y, self.w, self.w, self.y)
}
#[inline]
fn ywwz(self) -> Vec4 {
Vec4::new(self.y, self.w, self.w, self.z)
}
#[inline]
fn ywww(self) -> Vec4 {
Vec4::new(self.y, self.w, self.w, self.w)
}
#[inline]
fn zxxx(self) -> Vec4 {
Vec4::new(self.z, self.x, self.x, self.x)
}
#[inline]
fn zxxy(self) -> Vec4 {
Vec4::new(self.z, self.x, self.x, self.y)
}
#[inline]
fn zxxz(self) -> Vec4 {
Vec4::new(self.z, self.x, self.x, self.z)
}
#[inline]
fn zxxw(self) -> Vec4 {
Vec4::new(self.z, self.x, self.x, self.w)
}
#[inline]
fn zxyx(self) -> Vec4 {
Vec4::new(self.z, self.x, self.y, self.x)
}
#[inline]
fn zxyy(self) -> Vec4 {
Vec4::new(self.z, self.x, self.y, self.y)
}
#[inline]
fn zxyz(self) -> Vec4 {
Vec4::new(self.z, self.x, self.y, self.z)
}
#[inline]
fn zxyw(self) -> Vec4 {
Vec4::new(self.z, self.x, self.y, self.w)
}
#[inline]
fn zxzx(self) -> Vec4 {
Vec4::new(self.z, self.x, self.z, self.x)
}
#[inline]
fn zxzy(self) -> Vec4 {
Vec4::new(self.z, self.x, self.z, self.y)
}
#[inline]
fn zxzz(self) -> Vec4 {
Vec4::new(self.z, self.x, self.z, self.z)
}
#[inline]
fn zxzw(self) -> Vec4 {
Vec4::new(self.z, self.x, self.z, self.w)
}
#[inline]
fn zxwx(self) -> Vec4 {
Vec4::new(self.z, self.x, self.w, self.x)
}
#[inline]
fn zxwy(self) -> Vec4 {
Vec4::new(self.z, self.x, self.w, self.y)
}
#[inline]
fn zxwz(self) -> Vec4 {
Vec4::new(self.z, self.x, self.w, self.z)
}
#[inline]
fn zxww(self) -> Vec4 {
Vec4::new(self.z, self.x, self.w, self.w)
}
#[inline]
fn zyxx(self) -> Vec4 {
Vec4::new(self.z, self.y, self.x, self.x)
}
#[inline]
fn zyxy(self) -> Vec4 {
Vec4::new(self.z, self.y, self.x, self.y)
}
#[inline]
fn zyxz(self) -> Vec4 {
Vec4::new(self.z, self.y, self.x, self.z)
}
#[inline]
fn zyxw(self) -> Vec4 {
Vec4::new(self.z, self.y, self.x, self.w)
}
#[inline]
fn zyyx(self) -> Vec4 {
Vec4::new(self.z, self.y, self.y, self.x)
}
#[inline]
fn zyyy(self) -> Vec4 {
Vec4::new(self.z, self.y, self.y, self.y)
}
#[inline]
fn zyyz(self) -> Vec4 {
Vec4::new(self.z, self.y, self.y, self.z)
}
#[inline]
fn zyyw(self) -> Vec4 {
Vec4::new(self.z, self.y, self.y, self.w)
}
#[inline]
fn zyzx(self) -> Vec4 {
Vec4::new(self.z, self.y, self.z, self.x)
}
#[inline]
fn zyzy(self) -> Vec4 {
Vec4::new(self.z, self.y, self.z, self.y)
}
#[inline]
fn zyzz(self) -> Vec4 {
Vec4::new(self.z, self.y, self.z, self.z)
}
#[inline]
fn zyzw(self) -> Vec4 {
Vec4::new(self.z, self.y, self.z, self.w)
}
#[inline]
fn zywx(self) -> Vec4 {
Vec4::new(self.z, self.y, self.w, self.x)
}
#[inline]
fn zywy(self) -> Vec4 {
Vec4::new(self.z, self.y, self.w, self.y)
}
#[inline]
fn zywz(self) -> Vec4 {
Vec4::new(self.z, self.y, self.w, self.z)
}
#[inline]
fn zyww(self) -> Vec4 {
Vec4::new(self.z, self.y, self.w, self.w)
}
#[inline]
fn zzxx(self) -> Vec4 {
Vec4::new(self.z, self.z, self.x, self.x)
}
#[inline]
fn zzxy(self) -> Vec4 {
Vec4::new(self.z, self.z, self.x, self.y)
}
#[inline]
fn zzxz(self) -> Vec4 {
Vec4::new(self.z, self.z, self.x, self.z)
}
#[inline]
fn zzxw(self) -> Vec4 {
Vec4::new(self.z, self.z, self.x, self.w)
}
#[inline]
fn zzyx(self) -> Vec4 {
Vec4::new(self.z, self.z, self.y, self.x)
}
#[inline]
fn zzyy(self) -> Vec4 {
Vec4::new(self.z, self.z, self.y, self.y)
}
#[inline]
fn zzyz(self) -> Vec4 {
Vec4::new(self.z, self.z, self.y, self.z)
}
#[inline]
fn zzyw(self) -> Vec4 {
Vec4::new(self.z, self.z, self.y, self.w)
}
#[inline]
fn zzzx(self) -> Vec4 {
Vec4::new(self.z, self.z, self.z, self.x)
}
#[inline]
fn zzzy(self) -> Vec4 {
Vec4::new(self.z, self.z, self.z, self.y)
}
#[inline]
fn zzzz(self) -> Vec4 {
Vec4::new(self.z, self.z, self.z, self.z)
}
#[inline]
fn zzzw(self) -> Vec4 {
Vec4::new(self.z, self.z, self.z, self.w)
}
#[inline]
fn zzwx(self) -> Vec4 {
Vec4::new(self.z, self.z, self.w, self.x)
}
#[inline]
fn zzwy(self) -> Vec4 {
Vec4::new(self.z, self.z, self.w, self.y)
}
#[inline]
fn zzwz(self) -> Vec4 {
Vec4::new(self.z, self.z, self.w, self.z)
}
#[inline]
fn zzww(self) -> Vec4 {
Vec4::new(self.z, self.z, self.w, self.w)
}
#[inline]
fn zwxx(self) -> Vec4 {
Vec4::new(self.z, self.w, self.x, self.x)
}
#[inline]
fn zwxy(self) -> Vec4 {
Vec4::new(self.z, self.w, self.x, self.y)
}
#[inline]
fn zwxz(self) -> Vec4 {
Vec4::new(self.z, self.w, self.x, self.z)
}
#[inline]
fn zwxw(self) -> Vec4 {
Vec4::new(self.z, self.w, self.x, self.w)
}
#[inline]
fn zwyx(self) -> Vec4 {
Vec4::new(self.z, self.w, self.y, self.x)
}
#[inline]
fn zwyy(self) -> Vec4 {
Vec4::new(self.z, self.w, self.y, self.y)
}
#[inline]
fn zwyz(self) -> Vec4 {
Vec4::new(self.z, self.w, self.y, self.z)
}
#[inline]
fn zwyw(self) -> Vec4 {
Vec4::new(self.z, self.w, self.y, self.w)
}
#[inline]
fn zwzx(self) -> Vec4 {
Vec4::new(self.z, self.w, self.z, self.x)
}
#[inline]
fn zwzy(self) -> Vec4 {
Vec4::new(self.z, self.w, self.z, self.y)
}
#[inline]
fn zwzz(self) -> Vec4 {
Vec4::new(self.z, self.w, self.z, self.z)
}
#[inline]
fn zwzw(self) -> Vec4 {
Vec4::new(self.z, self.w, self.z, self.w)
}
#[inline]
fn zwwx(self) -> Vec4 {
Vec4::new(self.z, self.w, self.w, self.x)
}
#[inline]
fn zwwy(self) -> Vec4 {
Vec4::new(self.z, self.w, self.w, self.y)
}
#[inline]
fn zwwz(self) -> Vec4 {
Vec4::new(self.z, self.w, self.w, self.z)
}
#[inline]
fn zwww(self) -> Vec4 {
Vec4::new(self.z, self.w, self.w, self.w)
}
#[inline]
fn wxxx(self) -> Vec4 {
Vec4::new(self.w, self.x, self.x, self.x)
}
#[inline]
fn wxxy(self) -> Vec4 {
Vec4::new(self.w, self.x, self.x, self.y)
}
#[inline]
fn wxxz(self) -> Vec4 {
Vec4::new(self.w, self.x, self.x, self.z)
}
#[inline]
fn wxxw(self) -> Vec4 {
Vec4::new(self.w, self.x, self.x, self.w)
}
#[inline]
fn wxyx(self) -> Vec4 {
Vec4::new(self.w, self.x, self.y, self.x)
}
#[inline]
fn wxyy(self) -> Vec4 {
Vec4::new(self.w, self.x, self.y, self.y)
}
#[inline]
fn wxyz(self) -> Vec4 {
Vec4::new(self.w, self.x, self.y, self.z)
}
#[inline]
fn wxyw(self) -> Vec4 {
Vec4::new(self.w, self.x, self.y, self.w)
}
#[inline]
fn wxzx(self) -> Vec4 {
Vec4::new(self.w, self.x, self.z, self.x)
}
#[inline]
fn wxzy(self) -> Vec4 {
Vec4::new(self.w, self.x, self.z, self.y)
}
#[inline]
fn wxzz(self) -> Vec4 {
Vec4::new(self.w, self.x, self.z, self.z)
}
#[inline]
fn wxzw(self) -> Vec4 {
Vec4::new(self.w, self.x, self.z, self.w)
}
#[inline]
fn wxwx(self) -> Vec4 {
Vec4::new(self.w, self.x, self.w, self.x)
}
#[inline]
fn wxwy(self) -> Vec4 {
Vec4::new(self.w, self.x, self.w, self.y)
}
#[inline]
fn wxwz(self) -> Vec4 {
Vec4::new(self.w, self.x, self.w, self.z)
}
#[inline]
fn wxww(self) -> Vec4 {
Vec4::new(self.w, self.x, self.w, self.w)
}
#[inline]
fn wyxx(self) -> Vec4 {
Vec4::new(self.w, self.y, self.x, self.x)
}
#[inline]
fn wyxy(self) -> Vec4 {
Vec4::new(self.w, self.y, self.x, self.y)
}
#[inline]
fn wyxz(self) -> Vec4 {
Vec4::new(self.w, self.y, self.x, self.z)
}
#[inline]
fn wyxw(self) -> Vec4 {
Vec4::new(self.w, self.y, self.x, self.w)
}
#[inline]
fn wyyx(self) -> Vec4 {
Vec4::new(self.w, self.y, self.y, self.x)
}
#[inline]
fn wyyy(self) -> Vec4 {
Vec4::new(self.w, self.y, self.y, self.y)
}
#[inline]
fn wyyz(self) -> Vec4 {
Vec4::new(self.w, self.y, self.y, self.z)
}
#[inline]
fn wyyw(self) -> Vec4 {
Vec4::new(self.w, self.y, self.y, self.w)
}
#[inline]
fn wyzx(self) -> Vec4 {
Vec4::new(self.w, self.y, self.z, self.x)
}
#[inline]
fn wyzy(self) -> Vec4 {
Vec4::new(self.w, self.y, self.z, self.y)
}
#[inline]
fn wyzz(self) -> Vec4 {
Vec4::new(self.w, self.y, self.z, self.z)
}
#[inline]
fn wyzw(self) -> Vec4 {
Vec4::new(self.w, self.y, self.z, self.w)
}
#[inline]
fn wywx(self) -> Vec4 {
Vec4::new(self.w, self.y, self.w, self.x)
}
#[inline]
fn wywy(self) -> Vec4 {
Vec4::new(self.w, self.y, self.w, self.y)
}
#[inline]
fn wywz(self) -> Vec4 {
Vec4::new(self.w, self.y, self.w, self.z)
}
#[inline]
fn wyww(self) -> Vec4 {
Vec4::new(self.w, self.y, self.w, self.w)
}
#[inline]
fn wzxx(self) -> Vec4 {
Vec4::new(self.w, self.z, self.x, self.x)
}
#[inline]
fn wzxy(self) -> Vec4 {
Vec4::new(self.w, self.z, self.x, self.y)
}
#[inline]
fn wzxz(self) -> Vec4 {
Vec4::new(self.w, self.z, self.x, self.z)
}
#[inline]
fn wzxw(self) -> Vec4 {
Vec4::new(self.w, self.z, self.x, self.w)
}
#[inline]
fn wzyx(self) -> Vec4 {
Vec4::new(self.w, self.z, self.y, self.x)
}
#[inline]
fn wzyy(self) -> Vec4 {
Vec4::new(self.w, self.z, self.y, self.y)
}
#[inline]
fn wzyz(self) -> Vec4 {
Vec4::new(self.w, self.z, self.y, self.z)
}
#[inline]
fn wzyw(self) -> Vec4 {
Vec4::new(self.w, self.z, self.y, self.w)
}
#[inline]
fn wzzx(self) -> Vec4 {
Vec4::new(self.w, self.z, self.z, self.x)
}
#[inline]
fn wzzy(self) -> Vec4 {
Vec4::new(self.w, self.z, self.z, self.y)
}
#[inline]
fn wzzz(self) -> Vec4 {
Vec4::new(self.w, self.z, self.z, self.z)
}
#[inline]
fn wzzw(self) -> Vec4 {
Vec4::new(self.w, self.z, self.z, self.w)
}
#[inline]
fn wzwx(self) -> Vec4 {
Vec4::new(self.w, self.z, self.w, self.x)
}
#[inline]
fn wzwy(self) -> Vec4 {
Vec4::new(self.w, self.z, self.w, self.y)
}
#[inline]
fn wzwz(self) -> Vec4 {
Vec4::new(self.w, self.z, self.w, self.z)
}
#[inline]
fn wzww(self) -> Vec4 {
Vec4::new(self.w, self.z, self.w, self.w)
}
#[inline]
fn wwxx(self) -> Vec4 {
Vec4::new(self.w, self.w, self.x, self.x)
}
#[inline]
fn wwxy(self) -> Vec4 {
Vec4::new(self.w, self.w, self.x, self.y)
}
#[inline]
fn wwxz(self) -> Vec4 {
Vec4::new(self.w, self.w, self.x, self.z)
}
#[inline]
fn wwxw(self) -> Vec4 {
Vec4::new(self.w, self.w, self.x, self.w)
}
#[inline]
fn wwyx(self) -> Vec4 {
Vec4::new(self.w, self.w, self.y, self.x)
}
#[inline]
fn wwyy(self) -> Vec4 {
Vec4::new(self.w, self.w, self.y, self.y)
}
#[inline]
fn wwyz(self) -> Vec4 {
Vec4::new(self.w, self.w, self.y, self.z)
}
#[inline]
fn wwyw(self) -> Vec4 {
Vec4::new(self.w, self.w, self.y, self.w)
}
#[inline]
fn wwzx(self) -> Vec4 {
Vec4::new(self.w, self.w, self.z, self.x)
}
#[inline]
fn wwzy(self) -> Vec4 {
Vec4::new(self.w, self.w, self.z, self.y)
}
#[inline]
fn wwzz(self) -> Vec4 {
Vec4::new(self.w, self.w, self.z, self.z)
}
#[inline]
fn wwzw(self) -> Vec4 {
Vec4::new(self.w, self.w, self.z, self.w)
}
#[inline]
fn wwwx(self) -> Vec4 {
Vec4::new(self.w, self.w, self.w, self.x)
}
#[inline]
fn wwwy(self) -> Vec4 {
Vec4::new(self.w, self.w, self.w, self.y)
}
#[inline]
fn wwwz(self) -> Vec4 {
Vec4::new(self.w, self.w, self.w, self.z)
}
#[inline]
fn wwww(self) -> Vec4 {
Vec4::new(self.w, self.w, self.w, self.w)
}
}