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Took me a while to fix it, but some of your shaders do not respect orthographic camera settings.


Like in glow_fresnel.gshader, this (or a direct boolean flag) could help:

bool is_orthographic = PROJECTION_MATRIX[3][3] > 0.5;

vec3 view_dir = is_orthographic ? vec3(0.0, 0.0, 1.0) : VIEW;

float fres = fresnel(fresnel_amount, NORMAL, view_dir);

float value = texture(fresnel_gradient, vec2(fres, 0.0)).r;