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The 2D pass is drawn into the eye image, so it rolled with the head. Now the HUD pass (the HUD, game_text and titles such as the tram credits, the centre print, the pause icon) is turned the other way by the roll the world is drawn with, about the optical axis, before the HUD distance shift, which is along the image because the eyes are. So it follows the head's yaw and pitch but not its roll. The screen layer (menus) is a world-locked quad that never rolls with the head, and a scope is left as it was. The screen fade stays unrotated so it still covers the whole image. Frame build only. Builds, haven't had it in the headset yet.