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The matrices in the examples are given in an OpenGL-like coordinate system, while a Vulkan-like coordinate system is used by wgpu. This was previously partially corrected in the shader and by flipping the up axis of the camera, but left the x-axis mirrored in the final result. This change adds a conversion matrix to framework.rs that can be used to convert from OpenGL to wgpu. This also allows us to set the winding-order to counter-clockwise, which matches the ordering in the data.