fix: remove projection matrix hacks — back to clean FOV 45° + z=-5
- Removed M22 Y-flip and M33/M43 depth remap that caused edge distortion - System.Numerics.CreatePerspectiveFieldOfView works as-is with row_major - FOV 45°, camera z=-5, 1 cube sliding left-right + rotating
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@@ -268,9 +268,6 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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{
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var aspect = (float)_swapchain.Extent.Width / (float)_swapchain.Extent.Height;
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4f, aspect, 0.1f, 100f);
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proj.M22 *= -1;
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proj.M33 = proj.M33 * 0.5f + 0.5f;
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proj.M43 = proj.M43 * 0.5f + 0.5f;
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var view = Matrix4x4.CreateLookAt(new Vector3(0, 0, -5), Vector3.Zero, Vector3.UnitY);
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return view * proj;
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}
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