_documentToWorldSpace(vector) {
        return tempWorldPos2.set(
            (vector.x * this.renderer.pixelRatio / this.renderer._boundingRect.width) * this._boundingRect.world.ratios.width,
            -(vector.y * this.renderer.pixelRatio / this.renderer._boundingRect.height) * this._boundingRect.world.ratios.height,
            vector.z,
        );
    }
This function takes pixel values along X and Y axis and convert them to world space coordinates

     params :
     @vector (Vec3): position to convert on X, Y and Z axes

     returns :
     @worldPosition: plane's position in WebGL space
*