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inversed view transform uniform
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@@ -555,7 +555,8 @@ void opengl33_renderer::Render_pass(viewport_config &vp, rendermode const Mode)
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scene_ubs.time = Timer::GetTime();
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scene_ubs.projection = OpenGLMatrices.data(GL_PROJECTION);
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scene_ubo->update(scene_ubs);
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scene_ubs.inv_view = glm::inverse( glm::mat4{ glm::mat3{ m_renderpass.pass_camera.modelview() } } );
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scene_ubo->update(scene_ubs);
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scene_ubo->bind_uniform();
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m_colorpass = m_renderpass;
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@@ -1309,7 +1310,6 @@ void opengl33_renderer::setup_matrices()
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{
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OpenGLMatrices.mode(GL_PROJECTION);
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OpenGLMatrices.load_matrix(m_renderpass.pass_camera.projection());
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// trim modelview matrix just to rotation, since rendering is done in camera-centric world space
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OpenGLMatrices.mode(GL_MODELVIEW);
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OpenGLMatrices.load_matrix(glm::mat4(glm::mat3(m_renderpass.pass_camera.modelview())));
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