Stereoscopic shader thinks eyes are too far apart

I have a shader I’m trying to use with VR.
It renders to both eyes and each eye has a different perspective.
However, it looks like the distance between my eyes is too far apart.

In the attached screenshot, you can see that the left eye is too far to the left, and the right eye is too far to the right.
__Imgur: The magic of the Internet

I’m using single pass instanced rendering by following this guide,

Here is my shader,

Shader "MyShader"
{
    Properties
    {
        _MainTex("Texture", 2D) = "white" {}
    }
        SubShader
    {
        Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
        Lighting Off
        Cull Back
        ZWrite On
        ZTest Less

        Fog{ Mode Off }

        Pass
        {
            CGPROGRAM
            #pragma vertex vert
            #pragma fragment frag

            #include "UnityCG.cginc"

            struct appdata
            {
                float4 vertex : POSITION;
                float2 uv : TEXCOORD0;

                UNITY_VERTEX_INPUT_INSTANCE_ID
            };

            struct v2f
            {
                float4 vertex : SV_POSITION;
                float4 screenPos : TEXCOORD1;

                UNITY_VERTEX_OUTPUT_STEREO
            };

            v2f vert(appdata v)
            {

                v2f o;

                UNITY_SETUP_INSTANCE_ID(v);
                UNITY_INITIALIZE_OUTPUT(v2f, o);
                UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);

                o.vertex = UnityObjectToClipPos(v.vertex);
                o.screenPos = ComputeScreenPos(o.vertex);
                return o;
            }

            sampler2D _MainTex;

            fixed4 frag(v2f i) : SV_Target
            {
                UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i);
                i.screenPos /= i.screenPos.w;
                fixed4 col = tex2D(_MainTex, i.screenPos);
                return col;
            }
            ENDCG
        }
    }
}

Also, for reference, I try to make the camera with the renderTarget mimic the player’s camera with,

myCamera.aspect = Camera.main.aspect;
myCamera.fieldOfView = Camera.main.fieldOfView;
myCamera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Left, Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left));
myCamera.SetStereoProjectionMatrix(Camera.StereoscopicEye.Right, Camera.main.GetStereoProjectionMatrix(Camera.StereoscopicEye.Right));
myCamera.CopyStereoDeviceProjectionMatrixToNonJittered(Camera.StereoscopicEye.Left);
myCamera.CopyStereoDeviceProjectionMatrixToNonJittered(Camera.StereoscopicEye.Right);
myCamera.SetStereoViewMatrix(Camera.StereoscopicEye.Left, Camera.main.GetStereoViewMatrix(Camera.StereoscopicEye.Left));
myCamera.SetStereoViewMatrix(Camera.StereoscopicEye.Right, Camera.main.GetStereoViewMatrix(Camera.StereoscopicEye.Right));

However, that doesn’t seem to help.

How do I fix the shader so that the eyes are placed correctly?

I just realized this might be better posted in the graphics section.
https://forum.unity.com/threads/stereoscopic-shader-thinks-eyes-are-too-far-apart.1242301/

Can’t figure out how to close this thread, though.