The vertical field of view in radians.
The aspect ratio (typically the width of the viewport divided by its height).
The near bound of the frustum. Must be strictly positive.
The far bound of the frustum.
The matrix to store the result in.
The perspective projection matrix.
Create a perspective projection matrix with the given bounds such that the near and far clip planes correspond to a normalized device coordinate Z range of
[-1, 1](OpenGL/WebGL).