Corrections to world texture coordinates to match the rendered result
more closely
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@@ -2401,11 +2401,11 @@ void node_tex_coord_background(vec3 I, vec3 N, mat4 viewinvmat, mat4 obinvmat,
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generated = coords;
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normal = -coords;
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uv = attr_uv;
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uv = vec3(attr_uv.xy, 0.0);
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object = coords;
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camera = co.xyz;
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window = mtex_2d_mapping(I);
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camera = vec3(co.xy, -co.z);
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window = (gl_ProjectionMatrix[3][3] == 0.0) ? vec3(mtex_2d_mapping(I).xy, 0.0) : vec3(0.5, 0.5, 0.0);
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reflection = -coords;
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}
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