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perform bias matrix operation in shader instead of on cpu, for renderableplanetprojection
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@@ -71,6 +71,8 @@ void main() {
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projected.x /= projected.w;
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projected.y /= projected.w;
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projected = projected * 0.5 + vec4(0.5);
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vec3 normal = normalize((ModelTransform*vec4(vertex.xyz,0)).xyz);
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vec3 v_b = normalize(boresight);
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