Comments: mul_project_m4_v3_zfac
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@ -479,7 +479,18 @@ MINLINE void mul_v2_v2_ccw(float r[2], const float mat[2], const float vec[2])
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r[1] = mat[1] * vec[0] + (+mat[0]) * vec[1];
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}
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/* note: could add a matrix inline */
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/**
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* Convenience function to get the projected depth of a position.
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* This avoids creating a temporary 4D vector and multiplying it - only for the 4th component.
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*
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* Matches logic for:
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*
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* \code{.c}
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* float co_4d[4] = {co[0], co[1], co[2], 1.0};
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* mul_m4_v4(mat, co_4d);
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* return co_4d[3];
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* \endcode
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*/
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MINLINE float mul_project_m4_v3_zfac(float mat[4][4], const float co[3])
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{
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return (mat[0][3] * co[0]) +
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