should compute same frustum as perspective0ms ‣
const lr = 4;
const tb = 2;
const near = 10;
const far = 20;
const m1 = mat4.frustum(-lr, lr, -tb, tb, near, far);
const fov = Math.atan(tb / near) * 2;
const aspect = lr / tb;
const m2 = mat4.perspective(fov, aspect, near, far);
shouldBeCloseArray(m1, m2);