You could probably use glFrustum
to achieve this.
If you use a standard perspective matrix and the camera faces the box front on, X/Y will be uniform, however movement away from the camera will move the X/Y coordinates towards the centre, shrinking them for a standard parallax effect. What you've drawn is movement towards the top of the window. All you need to do is crop the perspective projection to below its standard centre. That's where glFrustum
comes in - move the normally symmetrical top/bottom arguments down, align the camera/view matrix along the axis you want and you should have the desired projection.
Any rotation of the camera/view will destroy the uniform projection in the X/Y plane. For camera movement you're then limited to panning and moving the glFrustum
bounds.
EDIT Come to think of it, you could probably just throw in a glTranslatef(shearX, shearY, 0)
before the call to gluPerspective
and achieve the same thing.