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#include "projection.h"
#include <math.h>
#include "mons_math/mat4.h"
mons_mat4 mons_projection_matrix(mons_projection projection) {
float tangent = tanf(projection.fov / 2.0f);
float top = projection.near * tangent;
float right = top * projection.aspect_ratio;
return (mons_mat4){
{projection.near / right, 0, 0, 0},
{0, projection.near / top, 0, 0},
{0, 0, -(projection.far + projection.near) / (projection.far - projection.near), -1},
{0, 0, -(2.0f * projection.far * projection.near) / (projection.far - projection.near), 0},
};
}
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