 Objects' coordinates are transformed via a projection transformation into clip coordinates, at which point it may be efficiently determined on an object-by-object basis which portions of the objects will be visible to the user.In the context of OpenGL or Vulkan, the result of executing vertex processing shaders is considered to be in clip coordinates.All coordinates may then be divided by the formula_1 component (the fourth component in homogeneous coordinates formula_2, see below) in what is called the perspective division.