fix: rendering now displays using camera uniforms

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alphafetus committed 2026-05-10 22:15:39 -04:00
1 parent 2a1beaca43
commit 41ed63e732
5 files changed
+66 -39

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@@ -11,11 +11,6 @@ layout(location = 4) in vec4 transform_col3;
layout(location = 5) in vec4 transform_col4;
// Per-frame information - CameraUniform struct
//layout(location = 6) uniform vec4 proj_col1;
//layout(location = 7) uniform vec4 proj_col2;
//layout(location = 8) uniform vec4 proj_col3;
//layout(location = 9) uniform vec4 proj_col4;
layout(set = 0, binding = 0) uniform CameraUniform {
mat4 view;
mat4 projection;
@@ -24,9 +19,8 @@ layout(set = 0, binding = 0) uniform CameraUniform {
void main() {
// We then multiply each vertex by its transform to find the correct location in the scene.
mat4 transform = mat4(transform_col1, transform_col2, transform_col3, transform_col4);
//mat4 proj = mat4(proj_col1, proj_col2, proj_col3, proj_col4);
mat4 mvp = camera.projection * camera.view * transform;
gl_Position = transform * vec4(position, 1.0f);
gl_Position = mvp * vec4(position, 1.0f);
}