Math/Frustum: Fix Near and Far plane extraction (they were swapped)
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@ -551,15 +551,15 @@ namespace Nz
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planes[FrustumPlane::Top].normal.z = viewProjMatrix(3, 2) + viewProjMatrix(1, 2);
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planes[FrustumPlane::Top].distance = viewProjMatrix(3, 3) + viewProjMatrix(1, 3);
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planes[FrustumPlane::Far].normal.x = viewProjMatrix(2, 0);
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planes[FrustumPlane::Far].normal.y = viewProjMatrix(2, 1);
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planes[FrustumPlane::Far].normal.z = viewProjMatrix(2, 2);
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planes[FrustumPlane::Far].distance = viewProjMatrix(2, 3);
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planes[FrustumPlane::Near].normal.x = viewProjMatrix(2, 0);
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planes[FrustumPlane::Near].normal.y = viewProjMatrix(2, 1);
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planes[FrustumPlane::Near].normal.z = viewProjMatrix(2, 2);
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planes[FrustumPlane::Near].distance = viewProjMatrix(2, 3);
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planes[FrustumPlane::Near].normal.x = viewProjMatrix(3, 0) - viewProjMatrix(2, 0);
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planes[FrustumPlane::Near].normal.y = viewProjMatrix(3, 1) - viewProjMatrix(2, 1);
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planes[FrustumPlane::Near].normal.z = viewProjMatrix(3, 2) - viewProjMatrix(2, 2);
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planes[FrustumPlane::Near].distance = viewProjMatrix(3, 3) - viewProjMatrix(2, 3);
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planes[FrustumPlane::Far].normal.x = viewProjMatrix(3, 0) - viewProjMatrix(2, 0);
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planes[FrustumPlane::Far].normal.y = viewProjMatrix(3, 1) - viewProjMatrix(2, 1);
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planes[FrustumPlane::Far].normal.z = viewProjMatrix(3, 2) - viewProjMatrix(2, 2);
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planes[FrustumPlane::Far].distance = viewProjMatrix(3, 3) - viewProjMatrix(2, 3);
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for (auto& plane : planes)
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plane.Normalize();
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