Working with sky boxes
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				@ -60,12 +60,12 @@ public:
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	void SetGLCamAngleView();
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						void SetGLCamAngleView();
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	void SetGLCamView();
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						void SetGLCamView();
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	void SetGlIdentityView();
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						void SetGlIdentityView();
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	void SetGlPosXView(bool renderToFrame = false);
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						void SetGlPosXView(bool translate = true, bool renderToFrame = false);
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	void SetGlNegXView(bool renderToFrame = false);
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						void SetGlNegXView(bool translate = true, bool renderToFrame = false);
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	void SetGlPosYView(bool renderToFrame = false);
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						void SetGlPosYView(bool translate = true, bool renderToFrame = false);
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	void SetGlNegYView(bool renderToFrame = false);
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						void SetGlNegYView(bool translate = true, bool renderToFrame = false);
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	void SetGlPosZView(bool renderToFrame = false);
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						void SetGlPosZView(bool translate = true, bool renderToFrame = false);
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	void SetGlNegZView(bool renderToFrame = false);
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						void SetGlNegZView(bool translate = true, bool renderToFrame = false);
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	void MoveAlpha(float dAlpha);
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						void MoveAlpha(float dAlpha);
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@ -5,6 +5,7 @@
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namespace SE
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					namespace SE
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{
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					{
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						const float speed_coef = 0.1;
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TSalmonRendererInterface::TSalmonRendererInterface()
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					TSalmonRendererInterface::TSalmonRendererInterface()
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@ -198,6 +199,7 @@ void TSalmonRendererInterface::SetGLCamAngleView()
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	TranslateMatrix(CamPos);
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						TranslateMatrix(CamPos);
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -251,7 +253,7 @@ void TSalmonRendererInterface::SetGlIdentityView()
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	SetUniforms();
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						SetUniforms();
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}
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					}
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void TSalmonRendererInterface::SetGlPosXView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlPosXView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -273,7 +275,10 @@ void TSalmonRendererInterface::SetGlPosXView(bool renderToFrame)
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	{
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						{
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		RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
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							RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
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	}
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						}
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -282,7 +287,7 @@ void TSalmonRendererInterface::SetGlPosXView(bool renderToFrame)
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}
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					}
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void TSalmonRendererInterface::SetGlNegXView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlNegXView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -304,7 +309,10 @@ void TSalmonRendererInterface::SetGlNegXView(bool renderToFrame)
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	{
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						{
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		RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
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							RotateMatrix(vec4(0.f, 1.f * sin(pi / 4.f), 0.f, 1.f * cos(pi / 4.f)));
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	}
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						}
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -312,7 +320,7 @@ void TSalmonRendererInterface::SetGlNegXView(bool renderToFrame)
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	SetUniforms();
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						SetUniforms();
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}
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					}
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void TSalmonRendererInterface::SetGlPosYView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlPosYView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -326,7 +334,10 @@ void TSalmonRendererInterface::SetGlPosYView(bool renderToFrame)
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	LoadIdentity();
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						LoadIdentity();
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	RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
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						RotateMatrix(vec4(-1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -335,7 +346,7 @@ void TSalmonRendererInterface::SetGlPosYView(bool renderToFrame)
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}
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					}
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void TSalmonRendererInterface::SetGlNegYView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlNegYView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -348,7 +359,10 @@ void TSalmonRendererInterface::SetGlNegYView(bool renderToFrame)
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	LoadIdentity();
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						LoadIdentity();
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	RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
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						RotateMatrix(vec4(1.f * sin(pi / 4.f), 0.0f, 0.f, 1.f * cos(pi / 4.f)));
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -356,7 +370,7 @@ void TSalmonRendererInterface::SetGlNegYView(bool renderToFrame)
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	SetUniforms();
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						SetUniforms();
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}
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					}
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void TSalmonRendererInterface::SetGlPosZView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlPosZView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -376,7 +390,10 @@ void TSalmonRendererInterface::SetGlPosZView(bool renderToFrame)
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	{
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						{
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		RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
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							RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
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	}
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						}
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	/*LoadIdentity();
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						/*LoadIdentity();
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@ -391,7 +408,7 @@ void TSalmonRendererInterface::SetGlPosZView(bool renderToFrame)
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	SetUniforms();
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						SetUniforms();
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}
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					}
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void TSalmonRendererInterface::SetGlNegZView(bool renderToFrame)
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					void TSalmonRendererInterface::SetGlNegZView(bool translate, bool renderToFrame)
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{
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					{
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	/*
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						/*
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	glLoadIdentity();
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						glLoadIdentity();
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@ -409,7 +426,10 @@ void TSalmonRendererInterface::SetGlNegZView(bool renderToFrame)
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		RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
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							RotateMatrix(vec4(0.f, 0.f, 1.f * sin(pi / 2.f), 1.f * cos(pi / 2.f)));
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	}
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						}
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	TranslateMatrix(-CamPos);
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						if (translate)
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						{
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							TranslateMatrix(-CamPos);
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						}
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	CamModelViewMatrix = ModelviewMatrixStack.top();
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						CamModelViewMatrix = ModelviewMatrixStack.top();
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	CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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						CamInversedModelViewMatrix = InverseModelViewMatrix(CamModelViewMatrix);
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@ -605,9 +625,9 @@ void TSalmonRendererInterface::MoveForward()
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	float sina = sinf(CamAlpha);
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						float sina = sinf(CamAlpha);
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	float cosa = cosf(CamAlpha);
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						float cosa = cosf(CamAlpha);
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	mov.v[0] = sina;
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						mov.v[0] = speed_coef * sina;
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	mov.v[1] = 0;
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						mov.v[1] = 0;
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	mov.v[2] = - cosa;
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						mov.v[2] = -speed_coef * cosa;
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	CamShift = CamShift + mov;
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						CamShift = CamShift + mov;
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@ -652,9 +672,9 @@ void TSalmonRendererInterface::MoveBackward()
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	float sina = sinf(CamAlpha);
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						float sina = sinf(CamAlpha);
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	float cosa = cosf(CamAlpha);
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						float cosa = cosf(CamAlpha);
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	mov.v[0] = - sina;
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						mov.v[0] = -speed_coef*sina;
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	mov.v[1] = 0;
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						mov.v[1] = 0;
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	mov.v[2] = cosa;
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						mov.v[2] = speed_coef * cosa;
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	CamShift = CamShift + mov;
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						CamShift = CamShift + mov;
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	//Possibly refactor???
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						//Possibly refactor???
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@ -698,9 +718,9 @@ void TSalmonRendererInterface::MoveLeft()
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	float sina = sinf(CamAlpha);
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						float sina = sinf(CamAlpha);
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	float cosa = cosf(CamAlpha);
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						float cosa = cosf(CamAlpha);
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	mov.v[0] = - cosa;
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						mov.v[0] = -speed_coef * cosa;
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	mov.v[1] = 0;
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						mov.v[1] = 0;
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	mov.v[2] = - sina;
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						mov.v[2] = -speed_coef * sina;
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	CamShift = CamShift + mov;
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						CamShift = CamShift + mov;
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@ -742,8 +762,8 @@ void TSalmonRendererInterface::MoveRight()
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{
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					{
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	vec3 mov;
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						vec3 mov;
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	float sina = sinf(CamAlpha);
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						float sina = speed_coef * sinf(CamAlpha);
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	float cosa = cosf(CamAlpha);
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						float cosa = speed_coef * cosf(CamAlpha);
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	mov.v[0] = cosa;
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						mov.v[0] = cosa;
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	mov.v[1] = 0;
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						mov.v[1] = 0;
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