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fixed camera angle: aura and shader projection
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37d558944e
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@ -3421,7 +3421,7 @@ EX void drawaura() {
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if(!models::camera_straight) {
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if(!models::camera_straight) {
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hyperpoint p = hyperpoint(x, y, rad0, 1);
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hyperpoint p = hyperpoint(x, y, rad0, 1);
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p = pconf.cam() * p;
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p = rot_inverse(pconf.cam()) * p;
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x = p[0] * rad0 / p[2];
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x = p[0] * rad0 / p[2];
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y = p[1] * rad0 / p[2];
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y = p[1] * rad0 / p[2];
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}
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}
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@ -837,7 +837,7 @@ void display_data::set_projection(int ed, ld shift) {
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}
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}
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if(!models::camera_straight && pmodel != mdPixel) {
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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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glhr::projection_multiply(glhr::tmtogl(pconf.cam()));
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}
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}
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if(u_alpha) {
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if(u_alpha) {
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