vendor/ar.js
function updateOrtho(modelViewMatrix, cameraProjectionMatrix){
		// compute transformedUvs
		var transformedUvs = []
		originalOrthoVertices.forEach(function(originalOrthoVertices, index){
			var transformedUv = originalOrthoVertices.clone()
			// apply modelViewMatrix and projectionMatrix
			transformedUv.applyMatrix4( modelViewMatrix )
			transformedUv.applyMatrix4( cameraProjectionMatrix )
			// apply perspective
			transformedUv.x /= transformedUv.z
			transformedUv.y /= transformedUv.z
			// store it
			transformedUvs.push(transformedUv)
		})

		// change orthoMesh vertices
		for(var i = 0; i < transformedUvs.length; i++){
			orthoMesh.geometry.vertices[i].copy(transformedUvs[i])
		}
		orthoMesh.geometry.computeBoundingSphere()
		orthoMesh.geometry.verticesNeedUpdate = true
        }
function updateOrtho(modelViewMatrix, cameraProjectionMatrix){
		// compute transformedUvs
		var transformedUvs = []
		originalOrthoVertices.forEach(function(originalOrthoVertices, index){
			var transformedUv = originalOrthoVertices.clone()
			// apply modelViewMatrix and projectionMatrix
			transformedUv.applyMatrix4( modelViewMatrix )
			transformedUv.applyMatrix4( cameraProjectionMatrix )
			// apply perspective
			transformedUv.x /= transformedUv.z
			transformedUv.y /= transformedUv.z
			// store it
			transformedUvs.push(transformedUv)
		})

		// change orthoMesh vertices
		for(var i = 0; i < transformedUvs.length; i++){
			orthoMesh.geometry.vertices[i].copy(transformedUvs[i])
		}
		orthoMesh.geometry.computeBoundingSphere()
		orthoMesh.geometry.verticesNeedUpdate = true
        }
update orthoMesh