I had to google around and check out libglm usage to see what parameters a perspective transformation commonly takes (and yes I'm familiar with clipping planes and all, I just never used lowlevel OpenGL directly before) to figure out what on earth n or f are. Turns out it's "near clipping" and "far clipping":
mfloat_t *mat4_perspective(mfloat_t *result, mfloat_t fov_y, mfloat_t aspect, mfloat_t n, mfloat_t f)
Therefore, I recommend renaming them to znear and zfar in the header since that will make it way easier both to guess and to google what they are used for. It may seem like a minor nitpick but this can really help a lot when there's otherwise no documentation available.
Edit: proposal updated due to @RandyGaul 's remark