New and improved way of generating screeen-space bounds for visibility masking! Derived the new approach myself: Gets perfect perspective projection of spheres onto a rectangular 2D bounds, at any FOV, without needing any AABBs, or a projection matrix, and doesn't use any trig.

Much more accurate and very robust to even the most extreme FOV(!) The old way was breaking down completely there (as can be seen around the end)

Red = Old Yellow = New