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    Type Alias DepthRange

    DepthRange: "negative-one-to-one" | "zero-to-one"

    Clip-space depth convention of a projection matrix (plan D8).

    • "negative-one-to-one" — OpenGL/WebGL 2 clip space, where the near plane maps to z = -1 and the far plane to z = +1.
    • "zero-to-one" — WebGPU (and Direct3D/Vulkan) clip space, where the near plane maps to z = 0 and the far plane to z = +1.

    §7a requires that backend NDC differences be absorbed by the projection matrix and never leak into user code, so this is the only place in the math package where a rendering backend is visible at all. The default is "negative-one-to-one" because the MVP renders with WebGL 2 (§120); the WebGPU backend passes "zero-to-one" explicitly.