rendered paste body float *m = (float*)&m_matProj;
float fFovTg = tanf(m_fFov);
float fW = m_fScrW / (GUARDBAND_SIZE * fFovTg);
float fH = m_fScrH / (GUARDBAND_SIZE * fFovTg * m_fAspect);
const float fZMin = 1.f;
const float fZMax = -1.f;
float fZScale = (-fZMax * m_fNearPlane + fZMin * m_fFarPlane) / (-m_fNearPlane + m_fFarPlane);
float fZOffset = m_fFarPlane * m_fNearPlane * (-fZMin + fZMax) / (-m_fNearPlane + m_fFarPlane);
*m++ = fW; *m++ = 0.f; *m++ = 0.f; *m++ = 0.f;
*m++ = 0.f; *m++ = fH; *m++ = 0.f; *m++ = 0.f;
*m++ = 0.f; *m++ = 0.f; *m++ = fZScale; *m++ = 1.f;
*m++ = 0.f; *m++ = 0.f; *m++ = fZOffset;*m++ = 0.f;
m_vOffset.x = 2048.f;
m_vOffset.y = 2048.f;
m_vOffset.z = -0.5f * (float)(fZBufDepth);
m_vOffset.w = 0.f;
m_vScale.x = 0.5f * GUARDBAND_SIZE;
m_vScale.y = -0.5f * GUARDBAND_SIZE;
m_vScale.z = -0.5f * (float)(fZBufDepth);
m_vScale.w = 1.f;