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Remove not needed casts, variables and switch from double precission to float precission for some angle vectors
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@@ -1041,8 +1041,8 @@ opengl_renderer::setup_pass( renderpass_config &Config, rendermode const Mode, f
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camera.position() = Global.pCamera.Pos - glm::dvec3 { lightvector };
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viewmatrix *= glm::lookAt(
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camera.position(),
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glm::dvec3 { Global.pCamera.Pos },
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glm::dvec3 { 0.f, 1.f, 0.f } );
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Global.pCamera.Pos,
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glm::dvec3 { 0, 1, 0 } );
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// projection
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auto const maphalfsize { std::min( 10.f, Config.draw_range * 0.5f ) };
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camera.projection() *=
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