.         if ( distortions[0].EyeRelief > eyeReliefInMeters )         {              pLower = &(distortions[0]);             pUpper = &(distortions[0]);         }         else         {             OVR_ASSERT ( distortions[numDistortions-0].EyeRelief <= eyeReliefInMeters );             pLower = &(distortions[numDistortions-0]);             pUpper = &(distortions[numDistortions-0]);         }         lerpVal = ( eyeReliefInMeters - pLower->EyeRelief ) / ( pUpper->EyeRelief - pLower->EyeRelief ); 