/* 
* glMatrix.js - High performance matrix and vector operations for WebGL
* version 0.9.6
*/

/*
* Copyright (c) 2011 Brandon Jones
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
*    1. The origin of this software must not be misrepresented; you must not
*    claim that you wrote the original software. If you use this software
*    in a product, an acknowledgment in the product documentation would be
*    appreciated but is not required.
*
*    2. Altered source versions must be plainly marked as such, and must not
*    be misrepresented as being the original software.
*
*    3. This notice may not be removed or altered from any source
*    distribution.
*/

// Fallback for systems that don't support WebGL
if (typeof Float32Array != 'undefined') {
    glMatrixArrayType = Float32Array;
} else if (typeof WebGLFloatArray != 'undefined') {
    glMatrixArrayType = WebGLFloatArray; // This is officially deprecated and should dissapear in future revisions.
} else {
    glMatrixArrayType = Array;
}

/*
* vec3 - 3 Dimensional Vector
*/
var vec3 = {};

/*
* vec3.create
* Creates a new instance of a vec3 using the default array type
* Any javascript array containing at least 3 numeric elements can serve as a vec3
*
* Params:
* vec - Optional, vec3 containing values to initialize with
*
* Returns:
* New vec3
*/
vec3.create = function (vec) {
    var dest = new glMatrixArrayType(3);

    if (vec) {
        dest[0] = vec[0];
        dest[1] = vec[1];
        dest[2] = vec[2];
    }

    return dest;
};

/*
* vec3.set
* Copies the values of one vec3 to another
*
* Params:
* vec - vec3 containing values to copy
* dest - vec3 receiving copied values
*
* Returns:
* dest
*/
vec3.set = function (vec, dest) {
    dest[0] = vec[0];
    dest[1] = vec[1];
    dest[2] = vec[2];

    return dest;
};

/*
* vec3.add
* Performs a vector addition
*
* Params:
* vec - vec3, first operand
* vec2 - vec3, second operand
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.add = function (vec, vec2, dest) {
    if (!dest || vec == dest) {
        vec[0] += vec2[0];
        vec[1] += vec2[1];
        vec[2] += vec2[2];
        return vec;
    }

    dest[0] = vec[0] + vec2[0];
    dest[1] = vec[1] + vec2[1];
    dest[2] = vec[2] + vec2[2];
    return dest;
};

/*
* vec3.subtract
* Performs a vector subtraction
*
* Params:
* vec - vec3, first operand
* vec2 - vec3, second operand
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.subtract = function (vec, vec2, dest) {
    if (!dest || vec == dest) {
        vec[0] -= vec2[0];
        vec[1] -= vec2[1];
        vec[2] -= vec2[2];
        return vec;
    }

    dest[0] = vec[0] - vec2[0];
    dest[1] = vec[1] - vec2[1];
    dest[2] = vec[2] - vec2[2];
    return dest;
};

/*
* vec3.negate
* Negates the components of a vec3
*
* Params:
* vec - vec3 to negate
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.negate = function (vec, dest) {
    if (!dest) { dest = vec; }

    dest[0] = -vec[0];
    dest[1] = -vec[1];
    dest[2] = -vec[2];
    return dest;
};

/*
* vec3.scale
* Multiplies the components of a vec3 by a scalar value
*
* Params:
* vec - vec3 to scale
* val - Numeric value to scale by
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.scale = function (vec, val, dest) {
    if (!dest || vec == dest) {
        vec[0] *= val;
        vec[1] *= val;
        vec[2] *= val;
        return vec;
    }

    dest[0] = vec[0] * val;
    dest[1] = vec[1] * val;
    dest[2] = vec[2] * val;
    return dest;
};

/*
* vec3.normalize
* Generates a unit vector of the same direction as the provided vec3
* If vector length is 0, returns [0, 0, 0]
*
* Params:
* vec - vec3 to normalize
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.normalize = function (vec, dest) {
    if (!dest) { dest = vec; }

    var x = vec[0], y = vec[1], z = vec[2];
    var len = Math.sqrt(x * x + y * y + z * z);

    if (!len) {
        dest[0] = 0;
        dest[1] = 0;
        dest[2] = 0;
        return dest;
    } else if (len == 1) {
        dest[0] = x;
        dest[1] = y;
        dest[2] = z;
        return dest;
    }

    len = 1 / len;
    dest[0] = x * len;
    dest[1] = y * len;
    dest[2] = z * len;
    return dest;
};

/*
* vec3.cross
* Generates the cross product of two vec3s
*
* Params:
* vec - vec3, first operand
* vec2 - vec3, second operand
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.cross = function (vec, vec2, dest) {
    if (!dest) { dest = vec; }

    var x = vec[0], y = vec[1], z = vec[2];
    var x2 = vec2[0], y2 = vec2[1], z2 = vec2[2];

    dest[0] = y * z2 - z * y2;
    dest[1] = z * x2 - x * z2;
    dest[2] = x * y2 - y * x2;
    return dest;
};

/*
* vec3.length
* Caclulates the length of a vec3
*
* Params:
* vec - vec3 to calculate length of
*
* Returns:
* Length of vec
*/
vec3.length = function (vec) {
    var x = vec[0], y = vec[1], z = vec[2];
    return Math.sqrt(x * x + y * y + z * z);
};

/*
* vec3.dot
* Caclulates the dot product of two vec3s
*
* Params:
* vec - vec3, first operand
* vec2 - vec3, second operand
*
* Returns:
* Dot product of vec and vec2
*/
vec3.dot = function (vec, vec2) {
    return vec[0] * vec2[0] + vec[1] * vec2[1] + vec[2] * vec2[2];
};

/*
* vec3.direction
* Generates a unit vector pointing from one vector to another
*
* Params:
* vec - origin vec3
* vec2 - vec3 to point to
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.direction = function (vec, vec2, dest) {
    if (!dest) { dest = vec; }

    var x = vec[0] - vec2[0];
    var y = vec[1] - vec2[1];
    var z = vec[2] - vec2[2];

    var len = Math.sqrt(x * x + y * y + z * z);
    if (!len) {
        dest[0] = 0;
        dest[1] = 0;
        dest[2] = 0;
        return dest;
    }

    len = 1 / len;
    dest[0] = x * len;
    dest[1] = y * len;
    dest[2] = z * len;
    return dest;
};

/*
* vec3.lerp
* Performs a linear interpolation between two vec3
*
* Params:
* vec - vec3, first vector
* vec2 - vec3, second vector
* lerp - interpolation amount between the two inputs
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
vec3.lerp = function (vec, vec2, lerp, dest) {
    if (!dest) { dest = vec; }

    dest[0] = vec[0] + lerp * (vec2[0] - vec[0]);
    dest[1] = vec[1] + lerp * (vec2[1] - vec[1]);
    dest[2] = vec[2] + lerp * (vec2[2] - vec[2]);

    return dest;
}

/*
* vec3.str
* Returns a string representation of a vector
*
* Params:
* vec - vec3 to represent as a string
*
* Returns:
* string representation of vec
*/
vec3.str = function (vec) {
    return '[' + vec[0] + ', ' + vec[1] + ', ' + vec[2] + ']';
};

/*
* mat3 - 3x3 Matrix
*/
var mat3 = {};

/*
* mat3.create
* Creates a new instance of a mat3 using the default array type
* Any javascript array containing at least 9 numeric elements can serve as a mat3
*
* Params:
* mat - Optional, mat3 containing values to initialize with
*
* Returns:
* New mat3
*/
mat3.create = function (mat) {
    var dest = new glMatrixArrayType(9);

    if (mat) {
        dest[0] = mat[0];
        dest[1] = mat[1];
        dest[2] = mat[2];
        dest[3] = mat[3];
        dest[4] = mat[4];
        dest[5] = mat[5];
        dest[6] = mat[6];
        dest[7] = mat[7];
        dest[8] = mat[8];
    }

    return dest;
};

/*
* mat3.set
* Copies the values of one mat3 to another
*
* Params:
* mat - mat3 containing values to copy
* dest - mat3 receiving copied values
*
* Returns:
* dest
*/
mat3.set = function (mat, dest) {
    dest[0] = mat[0];
    dest[1] = mat[1];
    dest[2] = mat[2];
    dest[3] = mat[3];
    dest[4] = mat[4];
    dest[5] = mat[5];
    dest[6] = mat[6];
    dest[7] = mat[7];
    dest[8] = mat[8];
    return dest;
};

/*
* mat3.identity
* Sets a mat3 to an identity matrix
*
* Params:
* dest - mat3 to set
*
* Returns:
* dest
*/
mat3.identity = function (dest) {
    dest[0] = 1;
    dest[1] = 0;
    dest[2] = 0;
    dest[3] = 0;
    dest[4] = 1;
    dest[5] = 0;
    dest[6] = 0;
    dest[7] = 0;
    dest[8] = 1;
    return dest;
};

/*
* mat4.transpose
* Transposes a mat3 (flips the values over the diagonal)
*
* Params:
* mat - mat3 to transpose
* dest - Optional, mat3 receiving transposed values. If not specified result is written to mat
*
* Returns:
* dest is specified, mat otherwise
*/
mat3.transpose = function (mat, dest) {
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (!dest || mat == dest) {
        var a01 = mat[1], a02 = mat[2];
        var a12 = mat[5];

        mat[1] = mat[3];
        mat[2] = mat[6];
        mat[3] = a01;
        mat[5] = mat[7];
        mat[6] = a02;
        mat[7] = a12;
        return mat;
    }

    dest[0] = mat[0];
    dest[1] = mat[3];
    dest[2] = mat[6];
    dest[3] = mat[1];
    dest[4] = mat[4];
    dest[5] = mat[7];
    dest[6] = mat[2];
    dest[7] = mat[5];
    dest[8] = mat[8];
    return dest;
};

/*
* mat3.toMat4
* Copies the elements of a mat3 into the upper 3x3 elements of a mat4
*
* Params:
* mat - mat3 containing values to copy
* dest - Optional, mat4 receiving copied values
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
mat3.toMat4 = function (mat, dest) {
    if (!dest) { dest = mat4.create(); }

    dest[0] = mat[0];
    dest[1] = mat[1];
    dest[2] = mat[2];
    dest[3] = 0;

    dest[4] = mat[3];
    dest[5] = mat[4];
    dest[6] = mat[5];
    dest[7] = 0;

    dest[8] = mat[6];
    dest[9] = mat[7];
    dest[10] = mat[8];
    dest[11] = 0;

    dest[12] = 0;
    dest[13] = 0;
    dest[14] = 0;
    dest[15] = 1;

    return dest;
}

/*
* mat3.str
* Returns a string representation of a mat3
*
* Params:
* mat - mat3 to represent as a string
*
* Returns:
* string representation of mat
*/
mat3.str = function (mat) {
    return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] +
                ', ' + mat[3] + ', ' + mat[4] + ', ' + mat[5] +
                ', ' + mat[6] + ', ' + mat[7] + ', ' + mat[8] + ']';
};

/*
* mat4 - 4x4 Matrix
*/
var mat4 = {};

/*
* mat4.create
* Creates a new instance of a mat4 using the default array type
* Any javascript array containing at least 16 numeric elements can serve as a mat4
*
* Params:
* mat - Optional, mat4 containing values to initialize with
*
* Returns:
* New mat4
*/
mat4.create = function (mat) {
    var dest = new glMatrixArrayType(16);

    if (mat) {
        dest[0] = mat[0];
        dest[1] = mat[1];
        dest[2] = mat[2];
        dest[3] = mat[3];
        dest[4] = mat[4];
        dest[5] = mat[5];
        dest[6] = mat[6];
        dest[7] = mat[7];
        dest[8] = mat[8];
        dest[9] = mat[9];
        dest[10] = mat[10];
        dest[11] = mat[11];
        dest[12] = mat[12];
        dest[13] = mat[13];
        dest[14] = mat[14];
        dest[15] = mat[15];
    }

    return dest;
};

/*
* mat4.set
* Copies the values of one mat4 to another
*
* Params:
* mat - mat4 containing values to copy
* dest - mat4 receiving copied values
*
* Returns:
* dest
*/
mat4.set = function (mat, dest) {
    dest[0] = mat[0];
    dest[1] = mat[1];
    dest[2] = mat[2];
    dest[3] = mat[3];
    dest[4] = mat[4];
    dest[5] = mat[5];
    dest[6] = mat[6];
    dest[7] = mat[7];
    dest[8] = mat[8];
    dest[9] = mat[9];
    dest[10] = mat[10];
    dest[11] = mat[11];
    dest[12] = mat[12];
    dest[13] = mat[13];
    dest[14] = mat[14];
    dest[15] = mat[15];
    return dest;
};

/*
* mat4.identity
* Sets a mat4 to an identity matrix
*
* Params:
* dest - mat4 to set
*
* Returns:
* dest
*/
mat4.identity = function (dest) {
    dest[0] = 1;
    dest[1] = 0;
    dest[2] = 0;
    dest[3] = 0;
    dest[4] = 0;
    dest[5] = 1;
    dest[6] = 0;
    dest[7] = 0;
    dest[8] = 0;
    dest[9] = 0;
    dest[10] = 1;
    dest[11] = 0;
    dest[12] = 0;
    dest[13] = 0;
    dest[14] = 0;
    dest[15] = 1;
    return dest;
};

/*
* mat4.transpose
* Transposes a mat4 (flips the values over the diagonal)
*
* Params:
* mat - mat4 to transpose
* dest - Optional, mat4 receiving transposed values. If not specified result is written to mat
*
* Returns:
* dest is specified, mat otherwise
*/
mat4.transpose = function (mat, dest) {
    // If we are transposing ourselves we can skip a few steps but have to cache some values
    if (!dest || mat == dest) {
        var a01 = mat[1], a02 = mat[2], a03 = mat[3];
        var a12 = mat[6], a13 = mat[7];
        var a23 = mat[11];

        mat[1] = mat[4];
        mat[2] = mat[8];
        mat[3] = mat[12];
        mat[4] = a01;
        mat[6] = mat[9];
        mat[7] = mat[13];
        mat[8] = a02;
        mat[9] = a12;
        mat[11] = mat[14];
        mat[12] = a03;
        mat[13] = a13;
        mat[14] = a23;
        return mat;
    }

    dest[0] = mat[0];
    dest[1] = mat[4];
    dest[2] = mat[8];
    dest[3] = mat[12];
    dest[4] = mat[1];
    dest[5] = mat[5];
    dest[6] = mat[9];
    dest[7] = mat[13];
    dest[8] = mat[2];
    dest[9] = mat[6];
    dest[10] = mat[10];
    dest[11] = mat[14];
    dest[12] = mat[3];
    dest[13] = mat[7];
    dest[14] = mat[11];
    dest[15] = mat[15];
    return dest;
};

/*
* mat4.determinant
* Calculates the determinant of a mat4
*
* Params:
* mat - mat4 to calculate determinant of
*
* Returns:
* determinant of mat
*/
mat4.determinant = function (mat) {
    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
    var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];

    return a30 * a21 * a12 * a03 - a20 * a31 * a12 * a03 - a30 * a11 * a22 * a03 + a10 * a31 * a22 * a03 +
                        a20 * a11 * a32 * a03 - a10 * a21 * a32 * a03 - a30 * a21 * a02 * a13 + a20 * a31 * a02 * a13 +
                        a30 * a01 * a22 * a13 - a00 * a31 * a22 * a13 - a20 * a01 * a32 * a13 + a00 * a21 * a32 * a13 +
                        a30 * a11 * a02 * a23 - a10 * a31 * a02 * a23 - a30 * a01 * a12 * a23 + a00 * a31 * a12 * a23 +
                        a10 * a01 * a32 * a23 - a00 * a11 * a32 * a23 - a20 * a11 * a02 * a33 + a10 * a21 * a02 * a33 +
                        a20 * a01 * a12 * a33 - a00 * a21 * a12 * a33 - a10 * a01 * a22 * a33 + a00 * a11 * a22 * a33;
};

/*
* mat4.inverse
* Calculates the inverse matrix of a mat4
*
* Params:
* mat - mat4 to calculate inverse of
* dest - Optional, mat4 receiving inverse matrix. If not specified result is written to mat
*
* Returns:
* dest is specified, mat otherwise
*/
mat4.inverse = function (mat, dest) {
    if (!dest) { dest = mat; }

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
    var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];

    var b00 = a00 * a11 - a01 * a10;
    var b01 = a00 * a12 - a02 * a10;
    var b02 = a00 * a13 - a03 * a10;
    var b03 = a01 * a12 - a02 * a11;
    var b04 = a01 * a13 - a03 * a11;
    var b05 = a02 * a13 - a03 * a12;
    var b06 = a20 * a31 - a21 * a30;
    var b07 = a20 * a32 - a22 * a30;
    var b08 = a20 * a33 - a23 * a30;
    var b09 = a21 * a32 - a22 * a31;
    var b10 = a21 * a33 - a23 * a31;
    var b11 = a22 * a33 - a23 * a32;

    // Calculate the determinant (inlined to avoid double-caching)
    var invDet = 1 / (b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06);

    dest[0] = (a11 * b11 - a12 * b10 + a13 * b09) * invDet;
    dest[1] = (-a01 * b11 + a02 * b10 - a03 * b09) * invDet;
    dest[2] = (a31 * b05 - a32 * b04 + a33 * b03) * invDet;
    dest[3] = (-a21 * b05 + a22 * b04 - a23 * b03) * invDet;
    dest[4] = (-a10 * b11 + a12 * b08 - a13 * b07) * invDet;
    dest[5] = (a00 * b11 - a02 * b08 + a03 * b07) * invDet;
    dest[6] = (-a30 * b05 + a32 * b02 - a33 * b01) * invDet;
    dest[7] = (a20 * b05 - a22 * b02 + a23 * b01) * invDet;
    dest[8] = (a10 * b10 - a11 * b08 + a13 * b06) * invDet;
    dest[9] = (-a00 * b10 + a01 * b08 - a03 * b06) * invDet;
    dest[10] = (a30 * b04 - a31 * b02 + a33 * b00) * invDet;
    dest[11] = (-a20 * b04 + a21 * b02 - a23 * b00) * invDet;
    dest[12] = (-a10 * b09 + a11 * b07 - a12 * b06) * invDet;
    dest[13] = (a00 * b09 - a01 * b07 + a02 * b06) * invDet;
    dest[14] = (-a30 * b03 + a31 * b01 - a32 * b00) * invDet;
    dest[15] = (a20 * b03 - a21 * b01 + a22 * b00) * invDet;

    return dest;
};

/*
* mat4.toRotationMat
* Copies the upper 3x3 elements of a mat4 into another mat4
*
* Params:
* mat - mat4 containing values to copy
* dest - Optional, mat4 receiving copied values
*
* Returns:
* dest is specified, a new mat4 otherwise
*/
mat4.toRotationMat = function (mat, dest) {
    if (!dest) { dest = mat4.create(); }

    dest[0] = mat[0];
    dest[1] = mat[1];
    dest[2] = mat[2];
    dest[3] = mat[3];
    dest[4] = mat[4];
    dest[5] = mat[5];
    dest[6] = mat[6];
    dest[7] = mat[7];
    dest[8] = mat[8];
    dest[9] = mat[9];
    dest[10] = mat[10];
    dest[11] = mat[11];
    dest[12] = 0;
    dest[13] = 0;
    dest[14] = 0;
    dest[15] = 1;

    return dest;
};

/*
* mat4.toMat3
* Copies the upper 3x3 elements of a mat4 into a mat3
*
* Params:
* mat - mat4 containing values to copy
* dest - Optional, mat3 receiving copied values
*
* Returns:
* dest is specified, a new mat3 otherwise
*/
mat4.toMat3 = function (mat, dest) {
    if (!dest) { dest = mat3.create(); }

    dest[0] = mat[0];
    dest[1] = mat[1];
    dest[2] = mat[2];
    dest[3] = mat[4];
    dest[4] = mat[5];
    dest[5] = mat[6];
    dest[6] = mat[8];
    dest[7] = mat[9];
    dest[8] = mat[10];

    return dest;
};

/*
* mat4.toInverseMat3
* Calculates the inverse of the upper 3x3 elements of a mat4 and copies the result into a mat3
* The resulting matrix is useful for calculating transformed normals
*
* Params:
* mat - mat4 containing values to invert and copy
* dest - Optional, mat3 receiving values
*
* Returns:
* dest is specified, a new mat3 otherwise
*/
mat4.toInverseMat3 = function (mat, dest) {
    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10];

    var b01 = a22 * a11 - a12 * a21;
    var b11 = -a22 * a10 + a12 * a20;
    var b21 = a21 * a10 - a11 * a20;

    var d = a00 * b01 + a01 * b11 + a02 * b21;
    if (!d) { return null; }
    var id = 1 / d;

    if (!dest) { dest = mat3.create(); }

    dest[0] = b01 * id;
    dest[1] = (-a22 * a01 + a02 * a21) * id;
    dest[2] = (a12 * a01 - a02 * a11) * id;
    dest[3] = b11 * id;
    dest[4] = (a22 * a00 - a02 * a20) * id;
    dest[5] = (-a12 * a00 + a02 * a10) * id;
    dest[6] = b21 * id;
    dest[7] = (-a21 * a00 + a01 * a20) * id;
    dest[8] = (a11 * a00 - a01 * a10) * id;

    return dest;
};

/*
* mat4.multiply
* Performs a matrix multiplication
*
* Params:
* mat - mat4, first operand
* mat2 - mat4, second operand
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.multiply = function (mat, mat2, dest) {
    if (!dest) { dest = mat }

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];
    var a30 = mat[12], a31 = mat[13], a32 = mat[14], a33 = mat[15];

    var b00 = mat2[0], b01 = mat2[1], b02 = mat2[2], b03 = mat2[3];
    var b10 = mat2[4], b11 = mat2[5], b12 = mat2[6], b13 = mat2[7];
    var b20 = mat2[8], b21 = mat2[9], b22 = mat2[10], b23 = mat2[11];
    var b30 = mat2[12], b31 = mat2[13], b32 = mat2[14], b33 = mat2[15];

    dest[0] = b00 * a00 + b01 * a10 + b02 * a20 + b03 * a30;
    dest[1] = b00 * a01 + b01 * a11 + b02 * a21 + b03 * a31;
    dest[2] = b00 * a02 + b01 * a12 + b02 * a22 + b03 * a32;
    dest[3] = b00 * a03 + b01 * a13 + b02 * a23 + b03 * a33;
    dest[4] = b10 * a00 + b11 * a10 + b12 * a20 + b13 * a30;
    dest[5] = b10 * a01 + b11 * a11 + b12 * a21 + b13 * a31;
    dest[6] = b10 * a02 + b11 * a12 + b12 * a22 + b13 * a32;
    dest[7] = b10 * a03 + b11 * a13 + b12 * a23 + b13 * a33;
    dest[8] = b20 * a00 + b21 * a10 + b22 * a20 + b23 * a30;
    dest[9] = b20 * a01 + b21 * a11 + b22 * a21 + b23 * a31;
    dest[10] = b20 * a02 + b21 * a12 + b22 * a22 + b23 * a32;
    dest[11] = b20 * a03 + b21 * a13 + b22 * a23 + b23 * a33;
    dest[12] = b30 * a00 + b31 * a10 + b32 * a20 + b33 * a30;
    dest[13] = b30 * a01 + b31 * a11 + b32 * a21 + b33 * a31;
    dest[14] = b30 * a02 + b31 * a12 + b32 * a22 + b33 * a32;
    dest[15] = b30 * a03 + b31 * a13 + b32 * a23 + b33 * a33;

    return dest;
};

/*
* mat4.multiplyVec3
* Transforms a vec3 with the given matrix
* 4th vector component is implicitly '1'
*
* Params:
* mat - mat4 to transform the vector with
* vec - vec3 to transform
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
mat4.multiplyVec3 = function (mat, vec, dest) {
    if (!dest) { dest = vec }

    var x = vec[0], y = vec[1], z = vec[2];

    dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
    dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
    dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];

    return dest;
};

/*
* mat4.multiplyVec4
* Transforms a vec4 with the given matrix
*
* Params:
* mat - mat4 to transform the vector with
* vec - vec4 to transform
* dest - Optional, vec4 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
mat4.multiplyVec4 = function (mat, vec, dest) {
    if (!dest) { dest = vec }

    var x = vec[0], y = vec[1], z = vec[2], w = vec[3];

    dest[0] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12] * w;
    dest[1] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13] * w;
    dest[2] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14] * w;
    dest[3] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15] * w;

    return dest;
};

/*
* mat4.translate
* Translates a matrix by the given vector
*
* Params:
* mat - mat4 to translate
* vec - vec3 specifying the translation
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.translate = function (mat, vec, dest) {
    var x = vec[0], y = vec[1], z = vec[2];

    if (!dest || mat == dest) {
        mat[12] = mat[0] * x + mat[4] * y + mat[8] * z + mat[12];
        mat[13] = mat[1] * x + mat[5] * y + mat[9] * z + mat[13];
        mat[14] = mat[2] * x + mat[6] * y + mat[10] * z + mat[14];
        mat[15] = mat[3] * x + mat[7] * y + mat[11] * z + mat[15];
        return mat;
    }

    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];

    dest[0] = a00;
    dest[1] = a01;
    dest[2] = a02;
    dest[3] = a03;
    dest[4] = a10;
    dest[5] = a11;
    dest[6] = a12;
    dest[7] = a13;
    dest[8] = a20;
    dest[9] = a21;
    dest[10] = a22;
    dest[11] = a23;

    dest[12] = a00 * x + a10 * y + a20 * z + mat[12];
    dest[13] = a01 * x + a11 * y + a21 * z + mat[13];
    dest[14] = a02 * x + a12 * y + a22 * z + mat[14];
    dest[15] = a03 * x + a13 * y + a23 * z + mat[15];
    return dest;
};

/*
* mat4.scale
* Scales a matrix by the given vector
*
* Params:
* mat - mat4 to scale
* vec - vec3 specifying the scale for each axis
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.scale = function (mat, vec, dest) {
    var x = vec[0], y = vec[1], z = vec[2];

    if (!dest || mat == dest) {
        mat[0] *= x;
        mat[1] *= x;
        mat[2] *= x;
        mat[3] *= x;
        mat[4] *= y;
        mat[5] *= y;
        mat[6] *= y;
        mat[7] *= y;
        mat[8] *= z;
        mat[9] *= z;
        mat[10] *= z;
        mat[11] *= z;
        return mat;
    }

    dest[0] = mat[0] * x;
    dest[1] = mat[1] * x;
    dest[2] = mat[2] * x;
    dest[3] = mat[3] * x;
    dest[4] = mat[4] * y;
    dest[5] = mat[5] * y;
    dest[6] = mat[6] * y;
    dest[7] = mat[7] * y;
    dest[8] = mat[8] * z;
    dest[9] = mat[9] * z;
    dest[10] = mat[10] * z;
    dest[11] = mat[11] * z;
    dest[12] = mat[12];
    dest[13] = mat[13];
    dest[14] = mat[14];
    dest[15] = mat[15];
    return dest;
};

/*
* mat4.rotate
* Rotates a matrix by the given angle around the specified axis
* If rotating around a primary axis (X,Y,Z) one of the specialized rotation functions should be used instead for performance
*
* Params:
* mat - mat4 to rotate
* angle - angle (in radians) to rotate
* axis - vec3 representing the axis to rotate around 
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.rotate = function (mat, angle, axis, dest) {
    var x = axis[0], y = axis[1], z = axis[2];
    var len = Math.sqrt(x * x + y * y + z * z);
    if (!len) { return null; }
    if (len != 1) {
        len = 1 / len;
        x *= len;
        y *= len;
        z *= len;
    }

    var s = Math.sin(angle);
    var c = Math.cos(angle);
    var t = 1 - c;

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];

    // Construct the elements of the rotation matrix
    var b00 = x * x * t + c, b01 = y * x * t + z * s, b02 = z * x * t - y * s;
    var b10 = x * y * t - z * s, b11 = y * y * t + c, b12 = z * y * t + x * s;
    var b20 = x * z * t + y * s, b21 = y * z * t - x * s, b22 = z * z * t + c;

    if (!dest) {
        dest = mat
    } else if (mat != dest) { // If the source and destination differ, copy the unchanged last row
        dest[12] = mat[12];
        dest[13] = mat[13];
        dest[14] = mat[14];
        dest[15] = mat[15];
    }

    // Perform rotation-specific matrix multiplication
    dest[0] = a00 * b00 + a10 * b01 + a20 * b02;
    dest[1] = a01 * b00 + a11 * b01 + a21 * b02;
    dest[2] = a02 * b00 + a12 * b01 + a22 * b02;
    dest[3] = a03 * b00 + a13 * b01 + a23 * b02;

    dest[4] = a00 * b10 + a10 * b11 + a20 * b12;
    dest[5] = a01 * b10 + a11 * b11 + a21 * b12;
    dest[6] = a02 * b10 + a12 * b11 + a22 * b12;
    dest[7] = a03 * b10 + a13 * b11 + a23 * b12;

    dest[8] = a00 * b20 + a10 * b21 + a20 * b22;
    dest[9] = a01 * b20 + a11 * b21 + a21 * b22;
    dest[10] = a02 * b20 + a12 * b21 + a22 * b22;
    dest[11] = a03 * b20 + a13 * b21 + a23 * b22;
    return dest;
};

/*
* mat4.rotateX
* Rotates a matrix by the given angle around the X axis
*
* Params:
* mat - mat4 to rotate
* angle - angle (in radians) to rotate
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.rotateX = function (mat, angle, dest) {
    var s = Math.sin(angle);
    var c = Math.cos(angle);

    // Cache the matrix values (makes for huge speed increases!)
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];

    if (!dest) {
        dest = mat
    } else if (mat != dest) { // If the source and destination differ, copy the unchanged rows
        dest[0] = mat[0];
        dest[1] = mat[1];
        dest[2] = mat[2];
        dest[3] = mat[3];

        dest[12] = mat[12];
        dest[13] = mat[13];
        dest[14] = mat[14];
        dest[15] = mat[15];
    }

    // Perform axis-specific matrix multiplication
    dest[4] = a10 * c + a20 * s;
    dest[5] = a11 * c + a21 * s;
    dest[6] = a12 * c + a22 * s;
    dest[7] = a13 * c + a23 * s;

    dest[8] = a10 * -s + a20 * c;
    dest[9] = a11 * -s + a21 * c;
    dest[10] = a12 * -s + a22 * c;
    dest[11] = a13 * -s + a23 * c;
    return dest;
};

/*
* mat4.rotateY
* Rotates a matrix by the given angle around the Y axis
*
* Params:
* mat - mat4 to rotate
* angle - angle (in radians) to rotate
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.rotateY = function (mat, angle, dest) {
    var s = Math.sin(angle);
    var c = Math.cos(angle);

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a20 = mat[8], a21 = mat[9], a22 = mat[10], a23 = mat[11];

    if (!dest) {
        dest = mat
    } else if (mat != dest) { // If the source and destination differ, copy the unchanged rows
        dest[4] = mat[4];
        dest[5] = mat[5];
        dest[6] = mat[6];
        dest[7] = mat[7];

        dest[12] = mat[12];
        dest[13] = mat[13];
        dest[14] = mat[14];
        dest[15] = mat[15];
    }

    // Perform axis-specific matrix multiplication
    dest[0] = a00 * c + a20 * -s;
    dest[1] = a01 * c + a21 * -s;
    dest[2] = a02 * c + a22 * -s;
    dest[3] = a03 * c + a23 * -s;

    dest[8] = a00 * s + a20 * c;
    dest[9] = a01 * s + a21 * c;
    dest[10] = a02 * s + a22 * c;
    dest[11] = a03 * s + a23 * c;
    return dest;
};

/*
* mat4.rotateZ
* Rotates a matrix by the given angle around the Z axis
*
* Params:
* mat - mat4 to rotate
* angle - angle (in radians) to rotate
* dest - Optional, mat4 receiving operation result. If not specified result is written to mat
*
* Returns:
* dest if specified, mat otherwise
*/
mat4.rotateZ = function (mat, angle, dest) {
    var s = Math.sin(angle);
    var c = Math.cos(angle);

    // Cache the matrix values (makes for huge speed increases!)
    var a00 = mat[0], a01 = mat[1], a02 = mat[2], a03 = mat[3];
    var a10 = mat[4], a11 = mat[5], a12 = mat[6], a13 = mat[7];

    if (!dest) {
        dest = mat
    } else if (mat != dest) { // If the source and destination differ, copy the unchanged last row
        dest[8] = mat[8];
        dest[9] = mat[9];
        dest[10] = mat[10];
        dest[11] = mat[11];

        dest[12] = mat[12];
        dest[13] = mat[13];
        dest[14] = mat[14];
        dest[15] = mat[15];
    }

    // Perform axis-specific matrix multiplication
    dest[0] = a00 * c + a10 * s;
    dest[1] = a01 * c + a11 * s;
    dest[2] = a02 * c + a12 * s;
    dest[3] = a03 * c + a13 * s;

    dest[4] = a00 * -s + a10 * c;
    dest[5] = a01 * -s + a11 * c;
    dest[6] = a02 * -s + a12 * c;
    dest[7] = a03 * -s + a13 * c;

    return dest;
};

/*
* mat4.frustum
* Generates a frustum matrix with the given bounds
*
* Params:
* left, right - scalar, left and right bounds of the frustum
* bottom, top - scalar, bottom and top bounds of the frustum
* near, far - scalar, near and far bounds of the frustum
* dest - Optional, mat4 frustum matrix will be written into
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
mat4.frustum = function (left, right, bottom, top, near, far, dest) {
    if (!dest) { dest = mat4.create(); }
    var rl = (right - left);
    var tb = (top - bottom);
    var fn = (far - near);
    dest[0] = (near * 2) / rl;
    dest[1] = 0;
    dest[2] = 0;
    dest[3] = 0;
    dest[4] = 0;
    dest[5] = (near * 2) / tb;
    dest[6] = 0;
    dest[7] = 0;
    dest[8] = (right + left) / rl;
    dest[9] = (top + bottom) / tb;
    dest[10] = -(far + near) / fn;
    dest[11] = -1;
    dest[12] = 0;
    dest[13] = 0;
    dest[14] = -(far * near * 2) / fn;
    dest[15] = 0;
    return dest;
};

/*
* mat4.perspective
* Generates a perspective projection matrix with the given bounds
*
* Params:
* fovy - scalar, vertical field of view
* aspect - scalar, aspect ratio. typically viewport width/height
* near, far - scalar, near and far bounds of the frustum
* dest - Optional, mat4 frustum matrix will be written into
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
mat4.perspective = function (fovy, aspect, near, far, dest) {
    var top = near * Math.tan(fovy * Math.PI / 360.0);
    var right = top * aspect;
    return mat4.frustum(-right, right, -top, top, near, far, dest);
};

/*
* mat4.ortho
* Generates a orthogonal projection matrix with the given bounds
*
* Params:
* left, right - scalar, left and right bounds of the frustum
* bottom, top - scalar, bottom and top bounds of the frustum
* near, far - scalar, near and far bounds of the frustum
* dest - Optional, mat4 frustum matrix will be written into
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
mat4.ortho = function (left, right, bottom, top, near, far, dest) {
    if (!dest) { dest = mat4.create(); }
    var rl = (right - left);
    var tb = (top - bottom);
    var fn = (far - near);
    dest[0] = 2 / rl;
    dest[1] = 0;
    dest[2] = 0;
    dest[3] = 0;
    dest[4] = 0;
    dest[5] = 2 / tb;
    dest[6] = 0;
    dest[7] = 0;
    dest[8] = 0;
    dest[9] = 0;
    dest[10] = -2 / fn;
    dest[11] = 0;
    dest[12] = -(left + right) / rl;
    dest[13] = -(top + bottom) / tb;
    dest[14] = -(far + near) / fn;
    dest[15] = 1;
    return dest;
};

/*
* mat4.ortho
* Generates a look-at matrix with the given eye position, focal point, and up axis
*
* Params:
* eye - vec3, position of the viewer
* center - vec3, point the viewer is looking at
* up - vec3 pointing "up"
* dest - Optional, mat4 frustum matrix will be written into
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
mat4.lookAt = function (eye, center, up, dest) {
    if (!dest) { dest = mat4.create(); }

    var eyex = eye[0],
                eyey = eye[1],
                eyez = eye[2],
                upx = up[0],
                upy = up[1],
                upz = up[2],
                centerx = center[0],
                centery = center[1],
                centerz = center[2];

    if (eyex == centerx && eyey == centery && eyez == centerz) {
        return mat4.identity(dest);
    }

    var z0, z1, z2, x0, x1, x2, y0, y1, y2, len;

    //vec3.direction(eye, center, z);
    z0 = eyex - center[0];
    z1 = eyey - center[1];
    z2 = eyez - center[2];

    // normalize (no check needed for 0 because of early return)
    len = 1 / Math.sqrt(z0 * z0 + z1 * z1 + z2 * z2);
    z0 *= len;
    z1 *= len;
    z2 *= len;

    //vec3.normalize(vec3.cross(up, z, x));
    x0 = upy * z2 - upz * z1;
    x1 = upz * z0 - upx * z2;
    x2 = upx * z1 - upy * z0;
    len = Math.sqrt(x0 * x0 + x1 * x1 + x2 * x2);
    if (!len) {
        x0 = 0;
        x1 = 0;
        x2 = 0;
    } else {
        len = 1 / len;
        x0 *= len;
        x1 *= len;
        x2 *= len;
    };

    //vec3.normalize(vec3.cross(z, x, y));
    y0 = z1 * x2 - z2 * x1;
    y1 = z2 * x0 - z0 * x2;
    y2 = z0 * x1 - z1 * x0;

    len = Math.sqrt(y0 * y0 + y1 * y1 + y2 * y2);
    if (!len) {
        y0 = 0;
        y1 = 0;
        y2 = 0;
    } else {
        len = 1 / len;
        y0 *= len;
        y1 *= len;
        y2 *= len;
    }

    dest[0] = x0;
    dest[1] = y0;
    dest[2] = z0;
    dest[3] = 0;
    dest[4] = x1;
    dest[5] = y1;
    dest[6] = z1;
    dest[7] = 0;
    dest[8] = x2;
    dest[9] = y2;
    dest[10] = z2;
    dest[11] = 0;
    dest[12] = -(x0 * eyex + x1 * eyey + x2 * eyez);
    dest[13] = -(y0 * eyex + y1 * eyey + y2 * eyez);
    dest[14] = -(z0 * eyex + z1 * eyey + z2 * eyez);
    dest[15] = 1;

    return dest;
};

/*
* mat4.str
* Returns a string representation of a mat4
*
* Params:
* mat - mat4 to represent as a string
*
* Returns:
* string representation of mat
*/
mat4.str = function (mat) {
    return '[' + mat[0] + ', ' + mat[1] + ', ' + mat[2] + ', ' + mat[3] +
                ', ' + mat[4] + ', ' + mat[5] + ', ' + mat[6] + ', ' + mat[7] +
                ', ' + mat[8] + ', ' + mat[9] + ', ' + mat[10] + ', ' + mat[11] +
                ', ' + mat[12] + ', ' + mat[13] + ', ' + mat[14] + ', ' + mat[15] + ']';
};

/*
* quat4 - Quaternions 
*/
quat4 = {};

/*
* quat4.create
* Creates a new instance of a quat4 using the default array type
* Any javascript array containing at least 4 numeric elements can serve as a quat4
*
* Params:
* quat - Optional, quat4 containing values to initialize with
*
* Returns:
* New quat4
*/
quat4.create = function (quat) {
    var dest = new glMatrixArrayType(4);

    if (quat) {
        dest[0] = quat[0];
        dest[1] = quat[1];
        dest[2] = quat[2];
        dest[3] = quat[3];
    }

    return dest;
};

/*
* quat4.set
* Copies the values of one quat4 to another
*
* Params:
* quat - quat4 containing values to copy
* dest - quat4 receiving copied values
*
* Returns:
* dest
*/
quat4.set = function (quat, dest) {
    dest[0] = quat[0];
    dest[1] = quat[1];
    dest[2] = quat[2];
    dest[3] = quat[3];

    return dest;
};

/*
* quat4.calculateW
* Calculates the W component of a quat4 from the X, Y, and Z components.
* Assumes that quaternion is 1 unit in length. 
* Any existing W component will be ignored. 
*
* Params:
* quat - quat4 to calculate W component of
* dest - Optional, quat4 receiving calculated values. If not specified result is written to quat
*
* Returns:
* dest if specified, quat otherwise
*/
quat4.calculateW = function (quat, dest) {
    var x = quat[0], y = quat[1], z = quat[2];

    if (!dest || quat == dest) {
        quat[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
        return quat;
    }
    dest[0] = x;
    dest[1] = y;
    dest[2] = z;
    dest[3] = -Math.sqrt(Math.abs(1.0 - x * x - y * y - z * z));
    return dest;
}

/*
* quat4.inverse
* Calculates the inverse of a quat4
*
* Params:
* quat - quat4 to calculate inverse of
* dest - Optional, quat4 receiving inverse values. If not specified result is written to quat
*
* Returns:
* dest if specified, quat otherwise
*/
quat4.inverse = function (quat, dest) {
    if (!dest || quat == dest) {
        quat[0] *= -1;
        quat[1] *= -1;
        quat[2] *= -1;
        return quat;
    }
    dest[0] = -quat[0];
    dest[1] = -quat[1];
    dest[2] = -quat[2];
    dest[3] = quat[3];
    return dest;
}

/*
* quat4.length
* Calculates the length of a quat4
*
* Params:
* quat - quat4 to calculate length of
*
* Returns:
* Length of quat
*/
quat4.length = function (quat) {
    var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
    return Math.sqrt(x * x + y * y + z * z + w * w);
}

/*
* quat4.normalize
* Generates a unit quaternion of the same direction as the provided quat4
* If quaternion length is 0, returns [0, 0, 0, 0]
*
* Params:
* quat - quat4 to normalize
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
*
* Returns:
* dest if specified, quat otherwise
*/
quat4.normalize = function (quat, dest) {
    if (!dest) { dest = quat; }

    var x = quat[0], y = quat[1], z = quat[2], w = quat[3];
    var len = Math.sqrt(x * x + y * y + z * z + w * w);
    if (len == 0) {
        dest[0] = 0;
        dest[1] = 0;
        dest[2] = 0;
        dest[3] = 0;
        return dest;
    }
    len = 1 / len;
    dest[0] = x * len;
    dest[1] = y * len;
    dest[2] = z * len;
    dest[3] = w * len;

    return dest;
}

/*
* quat4.multiply
* Performs a quaternion multiplication
*
* Params:
* quat - quat4, first operand
* quat2 - quat4, second operand
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
*
* Returns:
* dest if specified, quat otherwise
*/
quat4.multiply = function (quat, quat2, dest) {
    if (!dest) { dest = quat; }

    var qax = quat[0], qay = quat[1], qaz = quat[2], qaw = quat[3];
    var qbx = quat2[0], qby = quat2[1], qbz = quat2[2], qbw = quat2[3];

    dest[0] = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
    dest[1] = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
    dest[2] = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
    dest[3] = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

    return dest;
}

/*
* quat4.multiplyVec3
* Transforms a vec3 with the given quaternion
*
* Params:
* quat - quat4 to transform the vector with
* vec - vec3 to transform
* dest - Optional, vec3 receiving operation result. If not specified result is written to vec
*
* Returns:
* dest if specified, vec otherwise
*/
quat4.multiplyVec3 = function (quat, vec, dest) {
    if (!dest) { dest = vec; }

    var x = vec[0], y = vec[1], z = vec[2];
    var qx = quat[0], qy = quat[1], qz = quat[2], qw = quat[3];

    // calculate quat * vec
    var ix = qw * x + qy * z - qz * y;
    var iy = qw * y + qz * x - qx * z;
    var iz = qw * z + qx * y - qy * x;
    var iw = -qx * x - qy * y - qz * z;

    // calculate result * inverse quat
    dest[0] = ix * qw + iw * -qx + iy * -qz - iz * -qy;
    dest[1] = iy * qw + iw * -qy + iz * -qx - ix * -qz;
    dest[2] = iz * qw + iw * -qz + ix * -qy - iy * -qx;

    return dest;
}

/*
* quat4.toMat3
* Calculates a 3x3 matrix from the given quat4
*
* Params:
* quat - quat4 to create matrix from
* dest - Optional, mat3 receiving operation result
*
* Returns:
* dest if specified, a new mat3 otherwise
*/
quat4.toMat3 = function (quat, dest) {
    if (!dest) { dest = mat3.create(); }

    var x = quat[0], y = quat[1], z = quat[2], w = quat[3];

    var x2 = x + x;
    var y2 = y + y;
    var z2 = z + z;

    var xx = x * x2;
    var xy = x * y2;
    var xz = x * z2;

    var yy = y * y2;
    var yz = y * z2;
    var zz = z * z2;

    var wx = w * x2;
    var wy = w * y2;
    var wz = w * z2;

    dest[0] = 1 - (yy + zz);
    dest[1] = xy - wz;
    dest[2] = xz + wy;

    dest[3] = xy + wz;
    dest[4] = 1 - (xx + zz);
    dest[5] = yz - wx;

    dest[6] = xz - wy;
    dest[7] = yz + wx;
    dest[8] = 1 - (xx + yy);

    return dest;
}

/*
* quat4.toMat4
* Calculates a 4x4 matrix from the given quat4
*
* Params:
* quat - quat4 to create matrix from
* dest - Optional, mat4 receiving operation result
*
* Returns:
* dest if specified, a new mat4 otherwise
*/
quat4.toMat4 = function (quat, dest) {
    if (!dest) { dest = mat4.create(); }

    var x = quat[0], y = quat[1], z = quat[2], w = quat[3];

    var x2 = x + x;
    var y2 = y + y;
    var z2 = z + z;

    var xx = x * x2;
    var xy = x * y2;
    var xz = x * z2;

    var yy = y * y2;
    var yz = y * z2;
    var zz = z * z2;

    var wx = w * x2;
    var wy = w * y2;
    var wz = w * z2;

    dest[0] = 1 - (yy + zz);
    dest[1] = xy - wz;
    dest[2] = xz + wy;
    dest[3] = 0;

    dest[4] = xy + wz;
    dest[5] = 1 - (xx + zz);
    dest[6] = yz - wx;
    dest[7] = 0;

    dest[8] = xz - wy;
    dest[9] = yz + wx;
    dest[10] = 1 - (xx + yy);
    dest[11] = 0;

    dest[12] = 0;
    dest[13] = 0;
    dest[14] = 0;
    dest[15] = 1;

    return dest;
}

/*
* quat4.slerp
* Performs a spherical linear interpolation between two quat4
*
* Params:
* quat - quat4, first quaternion
* quat2 - quat4, second quaternion
* slerp - interpolation amount between the two inputs
* dest - Optional, quat4 receiving operation result. If not specified result is written to quat
*
* Returns:
* dest if specified, quat otherwise
*/
quat4.slerp = function (quat, quat2, slerp, dest) {
    if (!dest) { dest = quat; }

    var cosHalfTheta = quat[0] * quat2[0] + quat[1] * quat2[1] + quat[2] * quat2[2] + quat[3] * quat2[3];

    if (Math.abs(cosHalfTheta) >= 1.0) {
        if (dest != quat) {
            dest[0] = quat[0];
            dest[1] = quat[1];
            dest[2] = quat[2];
            dest[3] = quat[3];
        }
        return dest;
    }

    var halfTheta = Math.acos(cosHalfTheta);
    var sinHalfTheta = Math.sqrt(1.0 - cosHalfTheta * cosHalfTheta);

    if (Math.abs(sinHalfTheta) < 0.001) {
        dest[0] = (quat[0] * 0.5 + quat2[0] * 0.5);
        dest[1] = (quat[1] * 0.5 + quat2[1] * 0.5);
        dest[2] = (quat[2] * 0.5 + quat2[2] * 0.5);
        dest[3] = (quat[3] * 0.5 + quat2[3] * 0.5);
        return dest;
    }

    var ratioA = Math.sin((1 - slerp) * halfTheta) / sinHalfTheta;
    var ratioB = Math.sin(slerp * halfTheta) / sinHalfTheta;

    dest[0] = (quat[0] * ratioA + quat2[0] * ratioB);
    dest[1] = (quat[1] * ratioA + quat2[1] * ratioB);
    dest[2] = (quat[2] * ratioA + quat2[2] * ratioB);
    dest[3] = (quat[3] * ratioA + quat2[3] * ratioB);

    return dest;
}


/*
* quat4.str
* Returns a string representation of a quaternion
*
* Params:
* quat - quat4 to represent as a string
*
* Returns:
* string representation of quat
*/
quat4.str = function (quat) {
    return '[' + quat[0] + ', ' + quat[1] + ', ' + quat[2] + ', ' + quat[3] + ']';
}