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Introduce perspective projection matrix.
Also correct a bug where the view matrix was not being used.
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@@ -30,7 +30,7 @@ float unmix(float u, float v) {
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void emit(vec4 v) {
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pos = v;
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col = vCol[0];
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gl_Position = proj * vec4(v.xyz, 1);
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gl_Position = proj * view * vec4(v.xyz, 1);
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EmitVertex();
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}
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