Fixing perspective matrices
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@@ -26,7 +26,7 @@ static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, f
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{
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0.0f,
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0.0f,
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nearPlane / (nearPlane - farPlane),
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(nearPlane + farPlane) / (nearPlane - farPlane),
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-1.0f,
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},
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{
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