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Make mouse reticle be perpendicular to head.
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@ -425,7 +425,7 @@ glm::mat4 CompositorHelper::getReticleTransform(const glm::mat4& eyePose, const
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d = glm::normalize(overlaySurfacePoint);
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}
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reticlePosition = headPosition + (d * getReticleDepth());
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quat reticleOrientation = quat(vec3(-spherical.y, spherical.x, 0.0f));
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quat reticleOrientation = glm::quat_cast(_currentDisplayPlugin->getHeadPose());
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vec3 reticleScale = vec3(Cursor::Manager::instance().getScale() * reticleSize * getReticleDepth());
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return glm::inverse(eyePose) * createMatFromScaleQuatAndPos(reticleScale, reticleOrientation, reticlePosition);
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} else {
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