Cleanup: indentation
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@@ -3570,8 +3570,8 @@ void perspective_m4(float mat[4][4], const float left, const float right, const
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mat[2][3] = -1.0f;
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mat[3][2] = (-2.0f * nearClip * farClip) / Zdelta;
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mat[0][1] = mat[0][2] = mat[0][3] =
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mat[1][0] = mat[1][2] = mat[1][3] =
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mat[3][0] = mat[3][1] = mat[3][3] = 0.0f;
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mat[1][0] = mat[1][2] = mat[1][3] =
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mat[3][0] = mat[3][1] = mat[3][3] = 0.0f;
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}
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