This is effectively what the vertex shader modification would do -- the same trick that ANGLE does: gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
This is the same as modifying a projection matrix -- you're doing the same post-multiply to the same column. But note that there's no guarantee there's ever a projection matrix. Clip space coordinates could be generated directly in the vertex shader.
This is the same as modifying a projection matrix -- you're doing the same post-multiply to the same column. But note that there's no guarantee there's ever a projection matrix. Clip space coordinates could be generated directly in the vertex shader.