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					@ -29,22 +29,29 @@ void main() {
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					  // assign the transformee
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					  // assign the transformee
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					  gl_Position = pos.posnrm[gl_VertexIndex][0];
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					  gl_Position = pos.posnrm[gl_VertexIndex][0];
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					  // this needs a refactor; 
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					  // the push constant format doesn't really match 
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					  // what it's being used for.
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					  vec3 cam_orig = offst.xyz;
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					  vec2 cam_rot = vec2(data[3].w, offst.w);
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					  mat4 view_orig = mat4(
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					  mat4 view_orig = mat4(
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					    1.0, 0.0, 0.0, offst.x,
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					    1.0, 0.0, 0.0, cam_orig.x,
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					    0.0, 1.0, 0.0, offst.y,
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					    0.0, 1.0, 0.0, cam_orig.y,
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					    0.0, 0.0, 1.0, offst.z,
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					    0.0, 0.0, 1.0, cam_orig.z,
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					    0.0, 0.0, 0.0, 1.0
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					    0.0, 0.0, 0.0, 1.0
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					  );
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					  );
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					  mat4 view_rot_xz = mat4(
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					  mat4 view_rot_xz = mat4(
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					    cos(offst.w), 0.0, sin(offst.w), 0.0,
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					    cos(cam_rot.y), 0.0, sin(cam_rot.y), 0.0,
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					    0.0, 1.0, 0.0, 0.0,
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					    0.0, 1.0, 0.0, 0.0,
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					    -sin(offst.w), 0.0, cos(offst.w), 0.0,
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					    -sin(cam_rot.y), 0.0, cos(cam_rot.y), 0.0,
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					    0.0, 0.0, 0.0, 1.0
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					    0.0, 0.0, 0.0, 1.0
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					  );
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					  );
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					  mat4 view_rot_yz = mat4(
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					  mat4 view_rot_yz = mat4(
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					    1.0, 0.0, 0.0, 0.0,
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					    1.0, 0.0, 0.0, 0.0,
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					    0.0, cos(data[3].w), sin(data[3].w), 0.0,
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					    0.0, cos(cam_rot.x), sin(cam_rot.x), 0.0,
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					    0.0, -sin(data[3].w), cos(data[3].w), 0.0,
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					    0.0, -sin(cam_rot.x), cos(cam_rot.x), 0.0,
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					    0.0, 0.0, 0.0, 1.0
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					    0.0, 0.0, 0.0, 1.0
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					  );
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					  );
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					  mat4 project_aspect = mat4(
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					  mat4 project_aspect = mat4(
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