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Fixed "Mirror Mode" Gran Prix
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@@ -304,6 +304,11 @@ struct StereoReplayEye {
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// camera in their position matrices and therefore need this one. It equals
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// viewFromCenter whenever the anchor is identity.
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Mat3x4<float> viewFromScene;
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// The same transform for a draw whose projection mirrors X (Mario Kart Wii's
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// mirror mode), built from the mirrored eye delta so the reflection lands in
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// the anchored camera's space rather than in each eye's own. Pairs with
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// stereo_replay::mirror_projection_x; see the comment on those helpers.
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Mat3x4<float> viewFromSceneMirrored;
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};
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struct StereoReplayFrame {
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