code: public Matrix4f setOrthoSymmetric(float width, float height, float zNear, float zFar, boolean zZeroToOne) {
          if ((properties & PROPERTY_IDENTITY) == 0)
              MemUtil.INSTANCE.identity(this);
          this._m00(2.0f / width);
          this._m11(2.0f / height);
          this._m22((zZeroToOne ? 1.0f : 2.0f) / (zNear - zFar));
          this._m32((zZeroToOne ? zNear : (zFar + zNear)) / (zNear - zFar));
          _properties(PROPERTY_AFFINE);
          return this;
      }
docs: Set this matrix to be a symmetric orthographic projection transformation for a right-handed coordinate system using the given NDC z range.
  <p>
  This method is equivalent to calling {@link #setOrtho(float, float, float, float, float, float, boolean) setOrtho()} with
  <code>left=-width/2</code>, <code>right=+width/2</code>, <code>bottom=-height/2</code> and <code>top=+height/2</code>.
  <p>
  In order to apply the symmetric orthographic projection to an already existing transformation,
  use {@link #orthoSymmetric(float, float, float, float, boolean) orthoSymmetric()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #orthoSymmetric(float, float, float, float, boolean)
  
  @param width
  the distance between the right and left frustum edges
  @param height
  the distance between the top and bottom frustum edges
  @param zNear
  near clipping plane distance
  @param zFar
  far clipping plane distance
  @param zZeroToOne
  whether to use Vulkan's and Direct3D's NDC z range of <code>[0..+1]</code> when <code>true</code>
  or whether to use OpenGL's NDC z range of <code>[-1..+1]</code> when <code>false</code>
  @return this