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@ -15,6 +15,7 @@ vec4 get_gl_Position(vec3 point){
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result.y *= 2.0 / shape.y;
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result.z /= focal_distance;
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result.w = 1.0 - result.z;
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result.z *= -0.1; // Flip and prevent premature clipping
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// Flip and scale to prevent premature clipping
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result.z *= -0.1;
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return result;
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}
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