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add screen to world to camera
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@@ -49,6 +49,10 @@ namespace MM::OpenGL {
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// call updateView beforehand, does not cache
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std::array<glm::vec4, 6> getFrustumPlanes(void) const;
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// uses getViewProjection(), does not cache
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// screen has to be in NDC, xy -> [-1, 1]
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glm::vec4 screenToWorld(const glm::vec4& screen) const;
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};
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// test if aabb in frustum
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