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@@ -89,9 +89,9 @@ void main() {
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rotatedCorner.z = cornerPos.x * sin(angle.x) + cornerPos.y * cos(angle.x);
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rotatedCorner.y = 0.;
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- vec3 yaxis = normalize(position - eyePosition);
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+ vec3 yaxis = position - eyePosition;
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yaxis.y = 0.;
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- vec3 worldPos = rotate(yaxis, rotatedCorner.xyz);
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+ vec3 worldPos = rotate(normalize(yaxis), rotatedCorner.xyz);
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vec4 viewPosition = (view * vec4(worldPos, 1.0));
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#else
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