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Swizzling (computer graphics)

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In computer graphics, swizzling means rearranging the elements of a vector.[1] For example, if A = {1,2,3,4}, where the components are x, y, z, and w respectively, you could compute B = A.wwxy, whereupon B would equal {4,4,1,2}. This is common in GPGPU applications[example needed].

In terms of linear algebra, this is equivalent to multiplying by a matrix whose rows are standard basis vectors. If , then swizzling as above looks like


See also


  1. ^ Lawlor, Orion. "OpenGL ARB_fragment_program Quick Reference ("Cheat Sheet")". University of Alaska Fairbanks. Retrieved 21 January 2014.
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Swizzling (computer graphics)
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