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in truesim, the shader will not recoordinate H3 to azimuthal equidistant; also fixed distfun
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@ -302,12 +302,16 @@ shared_ptr<glhr::GLprogram> write_shader(flagtype shader_flags) {
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}
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else if(pmodel == mdPerspective) {
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shader_flags |= SF_PERS3 | SF_DIRECT;
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if(vrhr::rendering() && hyperbolic) {
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#if CAP_VR
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if(vrhr::rendering() && hyperbolic && vrhr::eyes != vrhr::eEyes::truesim) {
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coordinator +=
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"t = t * acosh(t[3]) / length(t.xyz);\n"
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"t[3] = 1.;\n";
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distfun = "length(t.xyz)";
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}
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else if(hyperbolic)
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else
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#endif
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if(hyperbolic)
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distfun = "acosh(t[3])", treset = true;
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else if(euclid || nonisotropic || stretch::in() || (sphere && ray::in_use))
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distfun = "length(t.xyz)", treset = true;
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@ -459,6 +463,7 @@ void display_data::set_projection(int ed, ld shift) {
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id <<= 1; if(vid.consider_shader_projection) id |= 1;
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#if CAP_VR
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id <<= 3; id |= vrhr::state;
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if(vrhr::rendering() && vrhr::eyes == vrhr::eEyes::truesim) id += 3;
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#endif
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id <<= 2; id |= (spherespecial & 3);
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if(sol && solv_all) id |= 1;
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