Shader: Camera Depth Map, why flipped Y axis?

Why is the Y-axis of my camera Depth-Map flipped/upsidedown? (have to uv.y = 1 - uv.y;)

On my desktop pc it’s the other way around…
Hope someone can explain me why this happens and how I can prevent it (so it’s not occurring in a build)

The reason is different conventions between e.g. DirectX and OpenGL when it comes to render textures.

This explains it further:

Perfect! This explains it!