The renderer's projections are OpenGL's, whose clip-space depth runs from -w to w; Vulkan clips everything below 0. `ludic-dev shaders` now wraps each vertex stage - its own main runs, then gl_Position.z = (z + w) / 2 - so every variant's depth lands in [0, w]. The GLSL the OpenGL renderer compiles is untouched. No y flip is needed: a Vulkan target's row 0 is where OpenGL's is (NDC y = -1), so render to texture, sampling and gl_FragCoord agree between the two, and only the present and the screenshot flip. 45 vertex modules regenerated (spirv-val clean, manifest unchanged); ludic-dev test 140 passed. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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