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fix royale geom tilt angles
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@ -158,23 +158,23 @@ void main()
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const float2 sin_tilt = sin(geom_tilt_angle);
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const float2 cos_tilt = cos(geom_tilt_angle);
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// Conceptual breakdown:
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// static const float3x3 rot_x_matrix = float3x3(
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// 1.0, 0.0, 0.0,
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// 0.0, cos_tilt.y, -sin_tilt.y,
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// 0.0, sin_tilt.y, cos_tilt.y);
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// static const float3x3 rot_y_matrix = float3x3(
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// cos_tilt.x, 0.0, sin_tilt.x,
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// 0.0, 1.0, 0.0,
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// -sin_tilt.x, 0.0, cos_tilt.x);
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// static const float3x3 local_to_global =
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// mul(rot_y_matrix, rot_x_matrix);
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// static const float3x3 global_to_local =
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// transpose(local_to_global);
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static const float3x3 rot_x_matrix = float3x3(
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1.0, 0.0, 0.0,
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0.0, cos_tilt.y, -sin_tilt.y,
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0.0, sin_tilt.y, cos_tilt.y);
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static const float3x3 rot_y_matrix = float3x3(
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cos_tilt.x, 0.0, sin_tilt.x,
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0.0, 1.0, 0.0,
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-sin_tilt.x, 0.0, cos_tilt.x);
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static const float3x3 local_to_global =
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mul(rot_y_matrix, rot_x_matrix);
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/* static const float3x3 global_to_local =
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transpose(local_to_global);
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const float3x3 local_to_global = float3x3(
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cos_tilt.x, sin_tilt.y*sin_tilt.x, cos_tilt.y*sin_tilt.x,
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0.0, cos_tilt.y, sin_tilt.y,
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sin_tilt.x, sin_tilt.y*cos_tilt.x, cos_tilt.y*cos_tilt.x);
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// This is a pure rotation, so transpose = inverse:
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*/ // This is a pure rotation, so transpose = inverse:
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const float3x3 global_to_local = transpose(local_to_global);
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// Decompose the matrix into 3 float3's for output:
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global_to_local_row0 = float3(global_to_local[0][0], global_to_local[0][1], global_to_local[0][2]);//._m00_m01_m02);
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