code: public Matrix4x3f setOrthoLH(float left, float right, float bottom, float top, float zNear, float zFar, boolean zZeroToOne) {
          MemUtil.INSTANCE.identity(this);
          m00 = 2.0f / (right - left);
          m11 = 2.0f / (top - bottom);
          m22 = (zZeroToOne ? 1.0f : 2.0f) / (zFar - zNear);
          m30 = (right + left) / (left - right);
          m31 = (top + bottom) / (bottom - top);
          m32 = (zZeroToOne ? zNear : (zFar + zNear)) / (zNear - zFar);
          properties = 0;
          return this;
      }
docs: Set this matrix to be an orthographic projection transformation for a left-handed coordinate system
  using the given NDC z range.
  <p>
  In order to apply the orthographic projection to an already existing transformation,
  use {@link #orthoLH(float, float, float, float, float, float, boolean) orthoLH()}.
  <p>
  Reference: <a href="http://www.songho.ca/opengl/gl_projectionmatrix.html#ortho">http://www.songho.ca</a>
  
  @see #orthoLH(float, float, float, float, float, float, boolean)
  
  @param left
  the distance from the center to the left frustum edge
  @param right
  the distance from the center to the right frustum edge
  @param bottom
  the distance from the center to the bottom frustum edge
  @param top
  the distance from the center to the top frustum edge
  @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