proj_matrix = Matrix::rotation(rotate, Vector3(0, 0, 1))*proj_matrix;
shdata.uniform("clip_eye_matrix", proj_matrix);
+ shdata.uniform("eye_clip_matrix", invert(proj_matrix));
}
void Camera::update_object_matrix()
matrix = Matrix::from_columns(columns);
view_matrix = invert(matrix);
+ shdata.uniform("world_eye_matrix", matrix);
shdata.uniform("eye_world_matrix", view_matrix);
}