I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]:
1. I'm sorry we broke your shader.
2. I trust you know how to fix your shader.
3. We promise not to break your shader again by changing the definition of clip space anytime soon.
I like how they pay attention to backward compatibility, particularly with "Reverse Z for the depth buffer" in the linked blog post[1]:
[1] https://godotengine.org/article/introducing-reverse-z/