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Oct 15th, 2013
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  1. //set uniforms
  2.         auto ret = [[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0]];
  3.         ret[0][0] = 1 / (tan((30*3.14/180)*0.5f));
  4.         ret[1][1] = 1 / (tan((30*3.14/180)*0.5f));
  5.         ret[2][2] = - (0.1 + 99.0) / (99.0 - 0.1);
  6.         ret[3][2] = -1;
  7.         ret[2][3] = - (2 * 99.0 * 0.1) / (99.0 - 0.1);
  8.         ret[3][3] = 0;
  9.  
  10.         immutable form = "[%([%(%f, %)],\n %)]]";
  11.         writefln("A = \n" ~ form ~ "\n", ret);
  12.  
  13.         auto view = [[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0],[0.0,0.0,0.0,0.0]];
  14.         view[0][0] = 1;
  15.         view[1][0] = 0;
  16.         view[2][0] = 0;
  17.         view[3][0] = 0;
  18.         view[0][1] = 0;
  19.         view[1][1] = 1;
  20.         view[2][1] = 0;
  21.         view[3][1] = 0;
  22.         view[0][2] = 0;
  23.         view[1][2] = 0;
  24.         view[2][2] = 1;
  25.         view[3][2] = 0;
  26.         view[0][3] = 0;
  27.         view[1][3] = 0;
  28.         view[2][3] = -15;
  29.         view[3][3] = 0;
  30.         writefln("A = \n" ~ form ~ "\n", view);
  31.  
  32.         auto result = matMul(ret,view);
  33.  
  34.         writefln("res = \n" ~ form ~ "\n", result);
  35.         auto meh = [
  36.             result[0][0],
  37.             result[0][1],
  38.             result[0][2],
  39.             result[0][3],
  40.             result[1][0],
  41.             result[1][1],
  42.             result[1][2],
  43.             result[1][3],
  44.             result[2][0],
  45.             result[2][1],
  46.             result[2][2],
  47.             result[2][3],
  48.             result[3][0],
  49.             result[3][1],
  50.             result[3][2],
  51.             result[3][3]
  52.         ];
  53.         glUniformMatrix4fv(glGetUniformLocation(shaderProgramID,toStringz("mvp")),1,GL_FALSE,cast(float *)meh.ptr);
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