// Project. Z-range is irrelevant.
lightProjStack.perspective( lightFOVs[currFOVIndex], 1.0f, 1.0f, 100.0f );
// Transform from main camera space to light camera space.
lightProjStack.applyMatrix( lightView );
lightProjStack.applyMatrix( Glm.inverse( cameraMatrix ) );
lightProjMatBinder.setValue( lightProjStack.top() );
Vec4 worldLightPos = Glm.inverse( lightView ).getColumn( 3 );
Vec3 lightPos = new Vec3( Mat4.mul( cameraMatrix, worldLightPos ) );