Add reverse-Z + infinite-far projection path#2574
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ReverseZ + glClipControl(ZERO_TO_ONE) + GL_GEQUAL gives uniform fp32 depth precision across the entire scene, eliminating the B-coefficient cancellation that motivated multi-interval depth partitioning at far distances.
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ReverseZ + glClipControl(ZERO_TO_ONE) + GL_GEQUAL so we can drop depth partitioning (still built but merged into 1). Require the presence of "glClipControl"