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Zup calculation is broken #12

@jordibares

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@jordibares

I did fix it to this

if (zUpAxis > 0){ 
  objI = vector(-objI[0],-objI[1],-objI[2]) * color(widthOverscanMult*(1/windowAspect), heightOverscanMult, 1);     //reorder to match UV for Y up axis
} else {
  objI = vector(-objI[0],-objI[2],-objI[1]) * color(widthOverscanMult*(1/windowAspect), heightOverscanMult, 1);     //reorder to match UV for Z up axis
}

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