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- GLint viewLoc = glGetUniformLocation(theProgram.get_programID(), "view");
- GLint projectionLoc = glGetUniformLocation(theProgram.get_programID(), "projection");
- glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
- glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection));
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