mat3 look_mat(vec3 origin, vec3 target, float roll) {
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vec3 rr = vec3(sin(roll), cos(roll), 0.0);
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vec3 ww = normalize(target - origin);
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vec3 uu = normalize(cross(ww, rr));
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vec3 vv = normalize(cross(uu, ww));
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return mat3(uu, vv, ww);
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}
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