Want to set up GLSL asymmetric frustrums. How?

Hi all,

I’m interested in creating a left and right eye asymmetric frustrum for an app I’m working on.

I’m totally new to this and my linear algebra isn’t very good, however I’ve been hacking away at a vertex shader containing a perspective projection matrix to try and get what Paul Bourke has on his site working.

I get the concept, however it’s not going well. I was working on adjusting the left and right attributes of the projection and managed to get a translation occurring, however I think there’s some kind of rotational component I’m missing.

I was hoping someone could point me in the right direction.

Cheers!