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CLUSTER_EYE

Constant CLUSTER_EYE 

Source
const CLUSTER_EYE: Vec3;
Expand description

Where the debug camera sits and what it looks at.

High, and tilted down by about 32 degrees: past half the vertical field of view, so the horizon is off the top of the frame, but no steeper, so the far slices still spread across the floor rather than piling onto the last one.