fix: OpenGL sphere test - correct perspective matrix, depth test, texture flip, and screenshot path
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@@ -11,7 +11,8 @@ uniform mat4 gProjectionMatrix;
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void main() {
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vec4 positionWS = gModelMatrix * aPosition;
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positionWS.x = -positionWS.x;
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vec4 positionVS = gViewMatrix * positionWS;
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gl_Position = gProjectionMatrix * positionVS;
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vTexcoord = aTexcoord;
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vTexcoord = vec2(aTexcoord.x, 1.0 - aTexcoord.y);
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}
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