debug: hardcoded light in fragment shader — no UBO light data

Light at (0,10,0) hardcoded in GLSL. Tests if lighting math works.
If light works: problem is UBO layout for light data (std140 padding).
If artifacts: problem is in fragWorldPos or fragNormal.
This commit is contained in:
emil28092005
2026-06-18 19:50:20 +03:00
parent 7ed81040ed
commit ad8a14a4f7
2 changed files with 6 additions and 5 deletions
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