- Vertex shader: pass normal through mat3(model) to fragment
- Fragment shader: directional light (0.5, 0.8, 0.3) with 0.25 ambient
+ 0.75 diffuse = faces now have depth and 3D form
- Torus knot has smooth normals (vn in OBJ), cubes have face normals
- 0 validation errors, ~2300 FPS
- 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)
- Fragment shader: directional light dot(normal, lightDir) with 0.2 ambient
- Vertex shader: pass normal through mat3(model) to fragment
- Same-color faces now have different shading based on orientation