posted this on godot shaders, reposting here in case it's missed.
experiencing a weird issue where the projection on the y axis is wrong if the camera is far from the origin. you can test by setting the camera’s z position in the demo project to something like 50 and you’ll see the grid appears much below y 0.
the camera's fade distance also seems to shorten the further the camera gets from the world origin. when far away, the grid will start fading out much sooner.