Sprites, light volumes (a plasma bolt's glow) and lens flare tests are
projected on the CPU into screen pixels with w 1 and their depth in z, and
the widgets' vertex program takes them to clip space: taken for a point
1 world unit away, a bolt 30 away stood 3 m off in stereo and seemed to be
swallowed half way. Where w is 1 and depth is tested, the depth comes from
z by the shared camera's projection (mv_depth), and the eye's offset is by
it. (Also logs, once each, the other targets the pass draws into.)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>