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[WebGPU-XR][Phase 3] WebXR camera projection matrix / NDC handling for WebGPU #18639

Description

@RaananW

Part of #18635. Depends on Phase 2.

Phase 3 — WebXR camera projection matrix / NDC handling for WebGPU

Ensure camera math is correct for WebGPU XR views.

Scope

  • WebGPU XR XRView.projectionMatrix uses a [0, 1] clip-space depth range, while the WebGPU engine already sets isNDCHalfZRange = true. Confirm WebXRCamera consumes the view projection matrices without double-converting the depth range.
  • Validate interplay with reverse-depth buffer settings.
  • Ensure viewport / scissor per sub-image is applied correctly.

Acceptance

  • Depth and projection are visually correct in-headset on WebGPU (no clipping/precision artifacts); WebGL2 XR unchanged.

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