// Positive draw order moves geometry towards the camera. In dense blocks, // child ranks occupy a narrow fraction of the INSERT depth band: a 0.001 // NDC bias can quantize two overlapping lines/masks to the same depth value, // especially after changing view/zoom. Use a wider, yet bounded range for // CAD 2D draw order. Limit displacement to less than half the available // clip-space room, so we never push valid geometry across near/far planes. // This is a screen-only GPU change; PDF order uses its own stable sorting. 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(0.02 * max(clip.w, 0.0), room / (1.0 + abs(order))); return vec4(clip.xy, clip.z - order * scale, clip.w); }