Fix eye vector being incorrect on hi res
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			@ -108,6 +108,6 @@ glm::vec2 eyeDirection(cv::Mat roi) {
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	// convert result to vector for graphics
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	return glm::vec2(
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			(irisPosition.x - roi.rows / 2.0) / (roi.rows / 2.0),
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			(irisPosition.y - roi.rows / 2.0) / (roi.rows / 2.0));
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			(irisPosition.x - eyeMat.rows / 2.0) / (eyeMat.rows / 2.0),
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			(irisPosition.y - eyeMat.rows / 2.0) / (eyeMat.rows / 2.0));
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}
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