pub fn face_view_matrix(eye: [f32; 3], face: usize) -> [[f32; 4]; 4]Expand description
The world->view matrix alone for cube face face, captured from eye. The
main pass needs both the combined view-projection (vertex clip transform) and
the bare view matrix (some shaders reconstruct view-space data), so the probe
capture builds a ViewUniforms from this plus face_view_projection.