Water shader with depth breaks on Meta Quest

Godot Version

4.5

Question

I found this very good (and quite fast) shader for my water, it works just fine on desktop, but the mesh clips weirdly on Meta Quest, can it be a problem with the new way of calculating depth?

Any hint much appreciated.

The Shader:

The Problem:

1 Like

I’ve made another video that better shows the issue:

I noticed just having the Horizon OS recording red dot onscreen causes an even more aggressive clipping.