fn screen_to_ndc_mat(width: u32, height: u32) -> glm::Matrix3<f32> {
    let array = &[
        vec3(2.0 / width as f32, 0.0, -1.0),
        vec3(0.0, -2.0 / height as f32, 1.0),
        vec3(0.0, 0.0, 1.0),
    ];
    let screen_to_ndc = glm::transpose(glm::Matrix3::from_array(array));
    screen_to_ndc
}
///
/// returns the transform from screen coordinate to OpenGL NDC coordinate
returns the transform from screen coordinate to OpenGL NDC coordinate
returns the transform from screen coordinate to OpenGL NDC coordinate
fn screen_to_ndc_mat(width: u32, height: u32) -> glm::Matrix3<f32> {
    let array = &[
        vec3(2.0 / width as f32, 0.0, -1.0),
        vec3(0.0, -2.0 / height as f32, 1.0),
        vec3(0.0, 0.0, 1.0),
    ];
    let screen_to_ndc = glm::transpose(glm::Matrix3::from_array(array));
    screen_to_ndc
}
fn screen_to_ndc_mat ( width : u32 , height : u32 ) -> glm :: Matrix3 < f32 > { let array = & [ vec3 ( 2.0 / width as f32 , 0.0 , - 1.0 ) , vec3 ( 0.0 , - 2.0 / height as f32 , 1.0 ) , vec3 ( 0.0 , 0.0 , 1.0 ) , ] ; let screen_to_ndc = glm :: transpose ( glm :: Matrix3 :: from_array ( array ) ) ; screen_to_ndc }
returns the transform from screen coordinate to OpenGL NDC coordinate
returns the transform from screen coordinate to OpenGL NDC coordinate
width
u32
height
u32
width
u32
height
u32