Update quaternion.hpp
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@ -200,7 +200,7 @@ namespace glm
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/// @param eye Position of the camera
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/// @param direction Desired direction onto which the +z-axis gets mapped
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/// @param up Up vector, how the camera is oriented. Typically (0, 1, 0).
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template <typename T, precision P>
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template<typename T, precision P>
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GLM_FUNC_DECL tquat<T, P> quatLookAtLH(
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tvec3<T, P> const & direction,
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tvec3<T, P> const & up);
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