Yes, Z range for points inside the frustum after Project
is called is 0…1. There’s a bug in WebGPU, though, that this PR will fix:
For X and Y, the range after Project
is called is given by the viewport you pass to the function. As you pass the camera default’s one, it is (0,0,1,1), so points that are in the frustum are in the 0…1 range for both X and Y.