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The vertex shader stores depth as z / 65536, so reading it back with 65535 came out one too low whenever z's fraction was below z / 65536. Both the CPU conversion and the shader path (used on GLES and at higher render resolutions) had it. The shader also ran at the fragment shader's default lowp, which mobile GPUs honor; 24 bits of depth need highp, sampler included on GLES. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>