debug: fragment shader outputs light position as color — test UBO
- If objects are colored (not black/artifacts), UBO data reaches fragment shader - Also: manual float-by-float UBO packing instead of MemoryCopy - vp matrix packed as M11..M44 (row-major, no row_major in GLSL = transpose)
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@@ -102,21 +102,13 @@ internal sealed unsafe class VulkanRenderer : IRenderer, Engine.Graphics.IScreen
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// Pack UBO: mat4 vp (64 bytes) + vec4 lightPos (16) + vec4 lightColor (16) = 96 bytes
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var uboData = stackalloc byte[128];
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{
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var vpCopy = vp;
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var src = &vpCopy;
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System.Buffer.MemoryCopy(src, uboData, 64, 64);
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}
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{
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var lpCopy = lightPos;
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var src = &lpCopy;
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System.Buffer.MemoryCopy(src, uboData + 64, 16, 16);
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}
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{
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var lcCopy = lightColor;
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var src = &lcCopy;
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System.Buffer.MemoryCopy(src, uboData + 80, 16, 16);
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}
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var pFloat = (float*)uboData;
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pFloat[0] = vp.M11; pFloat[1] = vp.M12; pFloat[2] = vp.M13; pFloat[3] = vp.M14;
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pFloat[4] = vp.M21; pFloat[5] = vp.M22; pFloat[6] = vp.M23; pFloat[7] = vp.M24;
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pFloat[8] = vp.M31; pFloat[9] = vp.M32; pFloat[10] = vp.M33; pFloat[11] = vp.M34;
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pFloat[12] = vp.M41; pFloat[13] = vp.M42; pFloat[14] = vp.M43; pFloat[15] = vp.M44;
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pFloat[16] = lightPos.X; pFloat[17] = lightPos.Y; pFloat[18] = lightPos.Z; pFloat[19] = lightPos.W;
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pFloat[20] = lightColor.X; pFloat[21] = lightColor.Y; pFloat[22] = lightColor.Z; pFloat[23] = lightColor.W;
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var drawCalls = new List<(VkBuffer vertexBuf, VkBuffer indexBuf, uint indexCount, Matrix4x4 model)>();
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