Fixed perspective with zNear == 0 (#71)
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@@ -243,15 +243,11 @@ namespace glm
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#else
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valType const rad = glm::radians(fovy);
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#endif
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valType range = tan(rad / valType(2)) * zNear;
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valType left = -range * aspect;
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valType right = range * aspect;
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valType bottom = -range;
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valType top = range;
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valType tanHalfFovy = tan(rad / valType(2));
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detail::tmat4x4<valType, defaultp> Result(valType(0));
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Result[0][0] = (valType(2) * zNear) / (right - left);
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Result[1][1] = (valType(2) * zNear) / (top - bottom);
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Result[0][0] = valType(1) / (aspect * tanHalfFovy);
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Result[1][1] = valType(1) / (tanHalfFovy);
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Result[2][2] = - (zFar + zNear) / (zFar - zNear);
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Result[2][3] = - valType(1);
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Result[3][2] = - (valType(2) * zFar * zNear) / (zFar - zNear);
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