Follow-up from #332.\n\nThe procedural pipette glass now samples the captured scene cubemap and reads acceptably in the HUD, but the offscreen preview still uses an orthographic mini-stage. Env-map reflection motion can feel detached from game-camera perspective, especially as the cursor moves.\n\nInvestigate whether the HUD tool prop should pass game-camera basis into the glass shader, or render future 3D tool props in camera/view space instead of a separate orthographic render target.\n\nAcceptance:\n- Pipette glass reflections track scene/view direction without obvious sliding.\n- Keep cursor-tip alignment stable.\n- Preserve current AA quality and liquid/glass ordering.
Follow-up from #332.\n\nThe procedural pipette glass now samples the captured scene cubemap and reads acceptably in the HUD, but the offscreen preview still uses an orthographic mini-stage. Env-map reflection motion can feel detached from game-camera perspective, especially as the cursor moves.\n\nInvestigate whether the HUD tool prop should pass game-camera basis into the glass shader, or render future 3D tool props in camera/view space instead of a separate orthographic render target.\n\nAcceptance:\n- Pipette glass reflections track scene/view direction without obvious sliding.\n- Keep cursor-tip alignment stable.\n- Preserve current AA quality and liquid/glass ordering.