public static bvec2 notEqual(ivec2 x, ivec2 y) { bvec2 r; r.x = x.x != y.x; r.y = x.y != y.y; return r; }
public static ivec2 abs(ivec2 x) { ivec2 r; r.x = Math.Abs(x.x); r.y = Math.Abs(x.y); return r; }
public static bvec2 greaterThanEqual(ivec2 x, ivec2 y) { bvec2 r; r.x = x.x >= y.x; r.y = x.y >= y.y; return r; }
public static bvec2 equal(ivec2 x, ivec2 y) { bvec2 r; r.x = x.x == y.x; r.y = x.y == y.y; return r; }
public static bvec2 lessThan(ivec2 x, ivec2 y) { bvec2 r; r.x = x.x < y.x; r.y = x.y < y.y; return r; }
public static bvec2 lessThanEqual(ivec2 x, ivec2 y) { bvec2 r; r.x = x.x <= y.x; r.y = x.y <= y.y; return r; }
public static ivec2 sign(ivec2 x) { ivec2 r; r.x = Math.Sign(x.x); r.y = Math.Sign(x.y); return r; }
public static ivec2 min(ivec2 x, int y) { ivec2 r; r.x = min(x.x, y); r.y = min(x.y, y); return r; }
public static ivec2 max(ivec2 x, ivec2 y) { ivec2 r; r.x = max(x.x, y.x); r.y = max(x.y, y.y); return r; }
public static ivec2 clamp(ivec2 x, ivec2 minVal, ivec2 maxVal) { ivec2 r; r.x = min(max(x.x, minVal.x), maxVal.x); r.y = min(max(x.y, minVal.y), maxVal.y); return r; }
public static ivec2 clamp(ivec2 x, int minVal, int maxVal) { ivec2 r; r.x = min(max(x.x, minVal), maxVal); r.y = min(max(x.y, minVal), maxVal); return r; }