Fix wobbly sky in stereoscopic OpenGL
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@ -21,12 +21,13 @@ out vec2 uv_interp;
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/* clang-format on */
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void main() {
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uv_interp = vertex_attrib;
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#ifdef USE_INVERTED_Y
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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uv_interp = vertex_attrib;
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#else
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gl_Position = vec4(uv_interp.x, uv_interp.y * -1.0, 1.0, 1.0);
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// We're doing clockwise culling so flip the order
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uv_interp = vec2(vertex_attrib.x, vertex_attrib.y * -1.0);
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#endif
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gl_Position = vec4(uv_interp, 1.0, 1.0);
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}
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/* clang-format off */
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@ -144,9 +145,6 @@ void main() {
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cube_normal.z = -1.0;
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cube_normal.x = (uv_interp.x + projection.x) / projection.y;
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cube_normal.y = (-uv_interp.y - projection.z) / projection.w;
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#endif
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#ifndef USE_INVERTED_Y
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cube_normal.y *= -1.0;
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#endif
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cube_normal = mat3(orientation) * cube_normal;
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cube_normal = normalize(cube_normal);
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