// Positive order draws in front; zero retains geometric depth. Keep the usual // 0.001 NDC offset away from the clipping planes, but reduce it near either // plane: perspective depth can be much closer to 1 than this fixed offset. // // Using order / (1 + abs(order)) for the limited region keeps ordering monotonic // (including the paper background's -2). Less than half the remaining depth is // consumed, so valid vertices stay valid. Out-of-range/behind-eye vertices get // no offset and remain subject to the real near/far clipping planes. fn apply_draw_order(clip: vec4, order: f32) -> vec4 { let room = 0.5 * max(0.0, min(clip.z, clip.w - clip.z)); let scale = min(0.001 * max(clip.w, 0.0), room / (1.0 + abs(order))); return vec4(clip.xy, clip.z - order * scale, clip.w); }