Let's say I have a projection matrix:
(http://wiki.lwjgl.org/images/f/fe/Frustummatrix.png)
GLSL thinks -(2*Zfar*Znear)/zm is at position in matrix 2x3 or at 3x2?
Should I set in my float[][](2D array)
projectionMatrix.mat[2][3] = -(2*Zfar*Znear)/zm;
or
projectionMatrix.mat[3][2] = -(2*Zfar*Znear)/zm;
???