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nilv:: Nil shader, and improved geodesics
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@@ -233,10 +233,12 @@ void display_data::set_projection(int ed) {
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::halfplane3;
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if(DIM == 3 && hyperbolic && apply_models && pmodel == mdPerspective)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardH3, pers3 = true;
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if(DIM == 3 && (euclid || sol || nil) && apply_models && pmodel == mdPerspective)
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if(DIM == 3 && translatable && apply_models && pmodel == mdPerspective)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3, pers3 = true;
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if(DIM == 3 && apply_models && pmodel == mdGeodesic)
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if(DIM == 3 && apply_models && pmodel == mdGeodesic && sol)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardSolv, pers3 = true;
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if(DIM == 3 && apply_models && pmodel == mdGeodesic && nil)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardNil, pers3 = true;
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if(DIM == 3 && sphere && apply_models && pmodel == mdPerspective) {
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shaderside_projection = true; pers3 = true;
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int sp = spherephase & 3;
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