void vec4Normalize(vec4 *vector) { GLfloat vecMag = vec4Magnitude(*vector); if (vecMag == 0.0) { vector->x = 1.0; vector->y = 0.0; vector->z = 0.0; vector->w = 1.0; return; } vector->x /= vecMag; vector->y /= vecMag; vector->z /= vecMag; vector->w /= vecMag; }
vec4 vec4Normalize(const vec4 inVec) { return vec4Scale(1.0f/vec4Magnitude(inVec), inVec); }