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updated version
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@ -4281,13 +4281,6 @@ SpiderGL.Math.Quat.normalize$ = function (q) {
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return SpiderGL.Math.Quat.muls$(q, s);
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}
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/*---------------------------------------------------------*/
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// general
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/*---------------------------------------------------------*/
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SpiderGL.Math.project = function (xyzw, modelViewProjectionMatrix, viewport, depthRange) {
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var v3 = SpiderGL.Math.Vec3;
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var m4 = SpiderGL.Math.Mat4;
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@ -4326,4 +4319,3 @@ SpiderGL.Math.unproject = function (xyz, modelViewProjectionMatrixInverse, viewp
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return r;
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};
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/*---------------------------------------------------------*/
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