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c/render: Remove the hacks
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@ -141,15 +141,11 @@ calc_time_warp_matrix(struct comp_rendering_compute *crc,
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// Src rotation matrix.
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struct xrt_matrix_4x4_f64 src_rot_inv;
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struct xrt_quat src_q = src_pose->orientation;
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src_q.x = -src_q.x; // I don't know why we need to do this.
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src_q.z = -src_q.z; // I don't know why we need to do this.
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m_mat4_f64_orientation(&src_q, &src_rot_inv); // This is a model matrix, a inverted view matrix.
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// New rotation matrix.
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struct xrt_matrix_4x4_f64 new_rot, new_rot_inv;
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struct xrt_quat new_q = new_pose->orientation;
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new_q.x = -new_q.x; // I don't know why we need to do this.
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new_q.z = -new_q.z; // I don't know why we need to do this.
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m_mat4_f64_orientation(&new_q, &new_rot_inv); // This is a model matrix, a inverted view matrix.
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m_mat4_f64_invert(&new_rot_inv, &new_rot); // Invert to make it a view matrix.
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@ -43,6 +43,7 @@ vec2 transform_uv(vec2 uv, uint iz)
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// From uv to tan angle (tanget space).
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values.xy = values.xy * ubo.pre_transform[iz].zw + ubo.pre_transform[iz].xy;
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values.y = -values.y; // Flip to OpenXR coordinate system.
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// Timewarp.
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values = ubo.transform[iz] * values;
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@ -50,6 +51,7 @@ vec2 transform_uv(vec2 uv, uint iz)
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// From [-1, 1] to [0, 1]
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values.xy = values.xy * 0.5 + 0.5;
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values.y = 1 - values.y; // Flip to UV coordinate system.
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// To deal with OpenGL flip and sub image view.
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values.xy = values.xy * ubo.post_transform[iz].zw + ubo.post_transform[iz].xy;
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