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Holographic transform mirror hack is causing shading bugs #132

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Behold, my latest hack removal target:

                // TODO: The display was being mirrored, so for now we hack these values to 
                //       negative as far as the app is concerned.
                viewTransform.Left.M11 = -viewTransform.Left.M11;
                viewTransform.Left.M12 = -viewTransform.Left.M12;
                viewTransform.Left.M13 = -viewTransform.Left.M13;
                viewTransform.Right.M11 = -viewTransform.Right.M11;
                viewTransform.Right.M12 = -viewTransform.Right.M12;
                viewTransform.Right.M13 = -viewTransform.Right.M13;
                mMidViewMatrix._11 = -mMidViewMatrix._11;
                mMidViewMatrix._12 = -mMidViewMatrix._12;
                mMidViewMatrix._13 = -mMidViewMatrix._13;

This is causing gl_FrontFacing to be incorrectly mirrored w.r.t the x axis in all of my shaders. Is there a better way to handle this?

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  1. mlfarrell commented on Sep 3, 2017

    @mlfarrell
    Author

    Oddly enough, commenting this has no effect on my shading at all. So less critical issue, but would be good to phase out the above code entirely still..

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