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OpenGL Rotating camera matrix

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I'm porting my renderer from OpenGL 2.1 to OpenGL 3 and run into difficulties with rotating a camera.
When I try to rotate camera, it rotates the model independently from camera position (looks like dependently from 0,0,0 position).

My rendering pipeline:
* calculate perspective and set model and view matrices to identity
* load model
for every frame {
* clear scene
* rotate and move the camera ([s]view matrix = rotatex*rotatey*translate[/s])
* bind shader
* pass projection, model (still identity) and view matrices to the shader
* draw model (pass vertices, normals etc to shader)
* unbind shader
* swap buffers

Could anybody tell what's wrong here? If everything looks right here then I have to recheck my translate and rotate functions.

EDIT: Solved!

view matrix = translate * rotatex * rotatey

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