fix: correct matrix order (proj*view) + Z depth range for Vulkan

- VP matrix order: proj*view (GLSL column-vector convention)
- Z correction in vertex shader: gl_Position.z = (z+w)*0.5 (OpenGL [-1,1] → Vulkan [0,1])
- Depth test temporarily disabled for debugging
This commit is contained in:
emil28092005
2026-06-18 12:47:20 +03:00
parent d620bd537f
commit aca8d1ab4d
4 changed files with 5 additions and 4 deletions
@@ -17,6 +17,7 @@ layout(row_major, push_constant) uniform PC {
void main() {
gl_Position = vp * pc.model * vec4(inPosition, 1.0);
gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5;
fragColor = inColor;
fragNormal = mat3(pc.model) * inNormal;
}