emil28092005 a572f9d360 fix: transition all 6 cubemap layers — shadows now work on floor
Root cause: TransitionImageLayoutDepth used LayerCount=1, so only
layer 0 of the 6-layer cubemap was transitioned to ShaderReadOnlyOptimal.
Layers 1-5 stayed in Undefined/DepthStencilAttachmentOptimal → sampling
returned garbage → no shadows on surfaces facing those directions.

Fix: added layerCount parameter to TransitionImageLayoutDepth (default=1).
Shadow cubemap transitions use layerCount=6.
2026-06-18 21:15:50 +03:00
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