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Clean up is_frustum projection code
#116752
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One small remark here, and also for the same calculation in the render device version of this shader. We're doing an addition here which is counter intuitive because for un-projecting you would expect to subtract.
But we have to remember that originally we project our vertex by doing
+ z * projection[2][0]and we are looking in the z- direction. So we end up with+ -1.0 * projection[2][0]which means we need to do- -1.0 * projection[2][0]to un-project. Hence+ projection[2][0]...Also very counter intuitive is the order in which we've stored our projection matrix entries into our vector, yes
projection.xstoresprojection[2][0]whileprojection.ystoresprojection[0][0].Just interesting info to have for prosperity :)