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The way screen rays was originally calculated for planar cameras was incorrect due to the placement of the fixed plane at the view target instead of at the camera position. Calculating the correct position/view_direction for the planar camera from the projection matrix was getting complex, so I instead rewrote the logic to directly calculate the projection's effect on the view direction and position, later modified by the current view transform. I tested all three projections with the picking example to verify that the new math works correctly.