fix projection
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@ -196,6 +196,7 @@ void mat4BuildProjection(mat4 out, GLfloat r, GLfloat l, GLfloat t, GLfloat b, G
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out[11] = -1.0f / n;
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out[11] = -1.0f / n;
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out[14] = - 2.0f * f / (f - n);
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out[14] = - 2.0f * f / (f - n);
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out[15] = 0.0f;
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}
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}
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/**
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/**
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@ -458,7 +459,6 @@ void mat3Minor(mat3 out, mat3 in) {
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result[4] = in[0] * in[8] - in[2] * in[6];
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result[4] = in[0] * in[8] - in[2] * in[6];
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result[5] = in[0] * in[7] - in[1] * in[6];
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result[5] = in[0] * in[7] - in[1] * in[6];
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result[6] = in[1] * in[5] - in[2] * in[4];
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result[6] = in[1] * in[5] - in[2] * in[4];
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result[7] = in[0] * in[5] - in[2] * in[3];
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result[7] = in[0] * in[5] - in[2] * in[3];
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result[8] = in[0] * in[4] - in[1] * in[3];
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result[8] = in[0] * in[4] - in[1] * in[3];
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