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fix: use radians instead of degrees for camera zoom.
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@@ -326,7 +326,7 @@ int main()
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// initialize static shader uniforms before rendering
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// --------------------------------------------------
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glm::mat4 projection = glm::perspective(camera.Zoom, (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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glm::mat4 projection = glm::perspective(glm::radians(camera.Zoom), (float)SCR_WIDTH / (float)SCR_HEIGHT, 0.1f, 100.0f);
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pbrShader.use();
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pbrShader.setMat4("projection", projection);
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backgroundShader.use();
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