Static methods
staticcompile(s:ShaderData):String
In Heaps and DirectX, vertex output Z position is in [0,1] range Whereas in OpenGL it's [-1, 1]. Given we have either [X, Y, 0, N] for zNear or [X, Y, F, F] for zFar, this shader operation will map [0, 1] range to [-1, 1] for correct clipping.