Godot Version
4.3 now
Question
I have read Introducing Reverse Z (AKA I'm sorry for breaking your shader), cool.
But I use Visual Shader editor, and had the quad aligned to screen by plugging inverse projection matrix into model view matrix output on the vertex shader.
In 4.3 this makes quad 1.0 away from the camera, which means everything closer randers normally, not through post-process effect.
Anyone knows how to make my shader that worked perfectly fine to keep working despite this reverse-z “improvement”?
Apologies for being cranky.