inline glm::vec3 Lerp(glm::vec3 start, glm::vec3 end, float t){
t = glm::clamp(t, 0.0f, 1.0f);
return (start*(1-t)+end*t);
}
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inline glm::vec3 Lerp(glm::vec3 start, glm::vec3 end, float t){
t = glm::clamp(t, 0.0f, 1.0f);
return (start*(1-t)+end*t);
}