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camera_angle now uses matrix dialog
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16
shaders.cpp
16
shaders.cpp
@@ -836,20 +836,8 @@ void display_data::set_projection(int ed, ld shift) {
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glhr::projection_multiply(glhr::translate(0, 0.5, 0));
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}
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if(pconf.camera_angle && pmodel != mdPixel) {
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ld cam = pconf.camera_angle * degree;
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GLfloat cc = cos(cam);
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GLfloat ss = sin(cam);
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GLfloat yzspin[16] = {
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1, 0, 0, 0,
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0, cc, ss, 0,
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0, -ss, cc, 0,
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0, 0, 0, 1
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};
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glhr::projection_multiply(glhr::as_glmatrix(yzspin));
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if(!models::camera_straight && pmodel != mdPixel) {
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glhr::projection_multiply(glhr::tmtogl_transpose(pconf.cam()));
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}
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if(u_alpha) {
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