message: Properly inverse the projection matrix for the shader
  Some projections matrices were incorrectly inverted.
  This also fix fortunately, the incorrect matrix wasn't used
  in that case.
  Camera::inverseProjection only handles projection matrices it
  created (as opposed to custom ones, which is what the shadowmap
  code uses)
diff: @@ -609,7 +609,7 @@ void FView::prepareCamera(const CameraInfo& camera, const filament::Viewport& vi
  const mat4f projectionMatrix(camera.projection);
  const mat4f clipFromView(projectionMatrix);
  - const mat4f viewFromClip(Camera::inverseProjection(clipFromView));
  + const mat4f viewFromClip(inverse(clipFromView));
  const mat4f clipFromWorld(clipFromView * viewFromWorld);
  const mat4f worldFromClip(worldFromView * viewFromClip);
  