fix: flip Y in vertex shader, dynamic viewport/scissor, clean debug

- Fix: Y coordinate was inverted (1.0 - 2.0*y → 2.0*y - 1.0)
  Vulkan clip space Y is already down-up, no need to flip
- Fix: dynamic viewport/scissor with viewport_count(1) + scissor_count(1)
  Required by validation layer even with dynamic state
- Clean: removed debug eprintlns, restored default clear color
- Shaders recompiled to SPIR-V
This commit is contained in:
Emil
2026-06-21 00:41:34 +03:00
parent 6e9e90fb34
commit 139b60b8af
3 changed files with 41 additions and 9 deletions
+4 -4
View File
@@ -16,12 +16,12 @@ layout(location = 1) out vec4 out_fg;
layout(location = 2) out vec4 out_bg;
void main() {
vec2 pixel = in_grid * pc.cell_size + in_pos * pc.cell_size;
vec2 clip = vec2(
vec2 pixel = (in_grid + in_pos) * pc.cell_size;
gl_Position = vec4(
2.0 * pixel.x / pc.screen_size.x - 1.0,
1.0 - 2.0 * pixel.y / pc.screen_size.y
2.0 * pixel.y / pc.screen_size.y - 1.0,
0.0, 1.0
);
gl_Position = vec4(clip, 0.0, 1.0);
out_uv = in_atlas.xy + in_pos * in_atlas.zw;
out_fg = in_fg;
out_bg = in_bg;
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