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Update eye render pose with layer data
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@ -237,15 +237,19 @@ int main(void)
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{
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{
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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rlViewport(layer.eyeLayer.Viewport[eye].Pos.x, layer.eyeLayer.Viewport[eye].Pos.y, layer.eyeLayer.Viewport[eye].Size.w, layer.eyeLayer.Viewport[eye].Size.h);
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Quaternion eyeRPose = (Quaternion){ eyePoses[eye].Orientation.x, eyePoses[eye].Orientation.y, eyePoses[eye].Orientation.z, eyePoses[eye].Orientation.w };
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Quaternion eyeRPose = (Quaternion){ layer.eyeLayer.RenderPose[eye].Orientation.x,
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layer.eyeLayer.RenderPose[eye].Orientation.y,
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layer.eyeLayer.RenderPose[eye].Orientation.z,
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layer.eyeLayer.RenderPose[eye].Orientation.w };
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QuaternionInvert(&eyeRPose);
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QuaternionInvert(&eyeRPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
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Matrix eyeOrientation = QuaternionToMatrix(eyeRPose);
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Matrix eyeTranslation = MatrixTranslate(-eyePoses[eye].Position.x, -eyePoses[eye].Position.y, -eyePoses[eye].Position.z);
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Matrix eyeTranslation = MatrixTranslate(-layer.eyeLayer.RenderPose[eye].Position.x,
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-layer.eyeLayer.RenderPose[eye].Position.y,
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-layer.eyeLayer.RenderPose[eye].Position.z);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
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Matrix eyeView = MatrixMultiply(eyeTranslation, eyeOrientation);
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Matrix modelview = MatrixMultiply(matView, eyeView);
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Matrix modelview = MatrixMultiply(matView, eyeView);
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//Matrix mvp = MatrixMultiply(modelview, layer.eyeProjections[eye]);
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SetMatrixModelview(modelview);
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SetMatrixModelview(modelview);
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SetMatrixProjection(layer.eyeProjections[eye]);
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SetMatrixProjection(layer.eyeProjections[eye]);
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#else
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#else
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