Point clipping is wrong.

According to the Vulkan spec, point primitives are clipped like they are in desktop OpenGL. Not only is this terrible (making the point disappear when half of it is off the screen), it’s also not the way OpenGL ES works. It only clips points against the near/far planes and the user-defined clip volume:

I am disappoint…

Well, at least clip space goes from 0 to Wc in the Z axis now…