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
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@@ -118,8 +118,8 @@ internal sealed unsafe class VulkanPipeline : IDisposable
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var depthStencilState = new VkPipelineDepthStencilStateCreateInfo
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{
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sType = VkStructureType.PipelineDepthStencilStateCreateInfo,
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depthTestEnable = VkBool32.True,
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depthWriteEnable = VkBool32.True,
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depthTestEnable = VkBool32.False,
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depthWriteEnable = VkBool32.False,
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depthCompareOp = VkCompareOp.Less,
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depthBoundsTestEnable = VkBool32.False,
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stencilTestEnable = VkBool32.False,
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