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