mat4 Toy

What sorts of transformations can you represent with a 4x4 matrix and homogenous coordinates? You can explore below. Note: the object being transformed sits in the [-1,1]^3 cube, so if you disable the view and perspective matrices and reset the custom matrix, you will see that it exactly fills up the clip space.

Transforms (in order of application):
View:
radius: 3
azimuth (degrees): 45
elevation (degrees): 20
Spin:
Custom:
1 0 0 0
0 1 0 0
0 0 1 0
0 0 0 1
Perspective:
fovy (degrees): 60
aspect: 1
near plane: 0.1
Show Clip Space
radius: 1
azimuth (degrees): 0
elevation (degrees): 0
perspective: