message: Add workaround for depth invariance on NVIDIA.
  Fixes
diff: +// The sole purpose of this no-op function is to improve parity between the depth vertex shader
  +// and color vertex shader, thus working around a variance issue seen with NVIDIA drivers.
  +void materialVertex(inout MaterialVertexInputs m) { }
  +
  void main() {
  #if defined(VERTEX_DOMAIN_DEVICE)
  gl_Position = getSkinnedPosition();
  #else
  MaterialVertexInputs material;
  initMaterialVertex(material);
  + materialVertex(material);
  gl_Position = getClipFromWorldMatrix() * material.worldPosition;
  #endif
  