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Fix comment grammar (#9990)
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@ -7,7 +7,7 @@
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fn coords_to_ray_direction(position: vec2<f32>, viewport: vec4<f32>) -> vec3<f32> {
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// Using world positions of the fragment and camera to calculate a ray direction
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// break down at large translations. This code only needs to know the ray direction.
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// breaks down at large translations. This code only needs to know the ray direction.
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// The ray direction is along the direction from the camera to the fragment position.
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// In view space, the camera is at the origin, so the view space ray direction is
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// along the direction of the fragment position - (0,0,0) which is just the
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