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@thi.ng/matrices

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Matrix & quaternion operations for 2D/3D geometry processing

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import { frustum, frustumBounds } from "./frustum.js"; const perspective = (out, fov, aspect, near, far) => { const f = frustumBounds(fov, aspect, near, far); return frustum(out, f.left, f.right, f.bottom, f.top, f.near, f.far); }; export { perspective };