Description
MeshNormalMaterial and MeshDepthMaterial shaders do not define gl_PointSize. When rendering a scene including points with MeshNormalMaterial or MeshDepthMaterial set as the override material, the points get a random size on Chrome on Mac with an M-series processor, resulting in severe artifacts.
Solution
We could disable rendering points when using an override material that doesn't support points.
Alternatives
We could set gl_PointSize in all shaders, but this could add overhead depending on how well the shader translation handles it. On D3D, gl_PointSize needs to be emulated by rendering quads, so setting gl_PointSize complicates translating the shader to the underlying system rendering API.
Additional context
This issue might be resolved in the WebGL spec at some point. See related discussion here: KhronosGroup/WebGL#3370