I'm trying to figure out a way to provide such a perspective projection matrix to a shader that the "near" plane wouldn't necessarily be orthogonal to the camera vector. More specifically, I'm basically trying to clip all vertices above a certain y-coordinate, but I don't have access to the shader programs themselves. Is there such a matrix that would throw those vertices with a y-coordinate over some specific value outside of the clip space?

  • \$\begingroup\$ Hi there! Modifying the Projection Matrix to Perform Oblique Near-Plane Clipping seems to be what you want - let me know if this describes your use case and I'll post it as an answer. \$\endgroup\$ – Maximus Minimus Feb 7 at 13:52
  • \$\begingroup\$ Sweet! This is exactly what I was looking for, by the looks of it :) \$\endgroup\$ – user3139876 Feb 7 at 16:24
  • \$\begingroup\$ If that solves your problem, please consider writing up your solution as an Answer. It's totally OK to answer your own questions on this site. :) \$\endgroup\$ – DMGregory Feb 8 at 0:07

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