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I have checked what are you talking about, and you are right.
GLM should follow the GLSL convention and handle it's matrices in column-major fashion.
According to that, not only shearZ3D, but all the shear functions (and possibly other transformations) are wrong, because it looks like they are handled in a row-major fashion, which is the transposed.
GLM should follow the GLSL convention and store it's matrices in column-major order.
According to that, not only shearZ3D, but all the shear functions are wrong.
Shouldn't the glm::shearZ3D transform be:
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