fix: VK_INDEX_TYPE_UINT32 (was UINT16) + remove unused depth from pipeline

- vkCmdBindIndexBuffer indexType changed from 0 (UINT16) to 1 (UINT32)
  to match uint[] index data — this was causing black screen
- Removed depth stencil state, depth attachment format, and depth
  rendering attachment from pipeline/renderer (depth buffer still
  created in swapchain but unused)
This commit is contained in:
emil28092005
2026-06-18 12:59:01 +03:00
parent aca8d1ab4d
commit 233041ab00
6 changed files with 18 additions and 46 deletions
@@ -5,19 +5,23 @@ layout(location = 1) in vec3 inColor;
layout(location = 2) in vec3 inNormal;
layout(location = 0) out vec3 fragColor;
layout(location = 1) out vec3 fragNormal;
layout(row_major, set = 0, binding = 0) uniform CameraUBO {
mat4 vp;
};
layout(row_major, push_constant) uniform PC {
mat4 model;
layout(push_constant) uniform PC {
float angle;
} pc;
void main() {
gl_Position = vp * pc.model * vec4(inPosition, 1.0);
gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
float c = cos(pc.angle);
float s = sin(pc.angle);
vec3 rotated = vec3(
inPosition.x * c - inPosition.y * s,
inPosition.x * s + inPosition.y * c,
inPosition.z
);
gl_Position = vp * vec4(rotated, 1.0);
fragColor = inColor;
fragNormal = mat3(pc.model) * inNormal;
}