Slight cleanup
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								src/main.cpp
									
									
									
									
									
								
							
							
						
						
									
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								src/main.cpp
									
									
									
									
									
								
							@ -253,15 +253,9 @@ int main() {
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      // Pass a matrix to the shader
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      unsigned int ModelMatrixLoc = glGetUniformLocation(shader.ID, "model");
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      glUniformMatrix4fv(ModelMatrixLoc, 1, GL_FALSE, glm::value_ptr(model));
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      unsigned int ViewMatrixLoc = glGetUniformLocation(shader.ID, "view");
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      glUniformMatrix4fv(ViewMatrixLoc, 1, GL_FALSE, &view[0][0]);
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      unsigned int ProjectionMatrixLoc = glGetUniformLocation(shader.ID, "projection");
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      glUniformMatrix4fv(ProjectionMatrixLoc, 1, GL_FALSE, &projection[0][0]);
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      shader.setMat4("view", view);
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      shader.setMat4("projection", projection);
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      glBindVertexArray(VAO);
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