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Previously, we were just creating a quad in world space that matched the size of our surface, which worked fine for ortho projections. However, this is mega broken for perspective projection. Instead, we compute inverse ndc coords on the CPU so they get correctly transformed back into ndc in the vertex shader, which makes everything just work in either case!

@catilac catilac merged commit 5e444b3 into processing:main Dec 27, 2025
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