Hello, I want to interpolate 2 matrices to create a camera effect.

As first thing, I have created a geometry and a vertex and fragment shader. If i use this vertex shader, everything works as expected.

```
#version 150
//uniforms from OF
uniform mat4 modelMatrix;
uniform mat4 viewMatrix;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
uniform mat4 modelViewProjectionMatrix;
// my custom camera uniform:
uniform mat4 projMatrix;
in vec4 position;
in vec4 normal;
in vec2 texcoord;
out vec2 vTexCoord;
out vec3 vNormal;
out vec3 vPos;
void main() {
vTexCoord = texcoord;
vNormal = normal;
//vPos = modelViewProjectionMatrix * position;
vPos = projectionMatrix * viewMatrix * modelMatrix * position;
gl_Position = position;
}
```

But if I set a uniform called `projMatrix`

, and i use it instead projectionMatrix,

```
vPos = projMatrix * viewMatrix * modelMatrix * position;
```

I do not see my colors anymore.

I am setting the uniform `projMatrix`

like this:

```
shader.setUniformMatrix4f("projMatrix", ofGetCurrentMatrix(OF_MATRIX_PROJECTION));
```

Is it not ofGetCurrentMatrix supposed to give me back the current projection matrix from the camera?