engine/shaders: comment flip in vertex shader
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5695db686c
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18b2432c33
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@ -1,11 +1,6 @@
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// vim: set ft=glsl:
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#version 450
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struct OmniLight {
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vec3 pos;
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vec3 color;
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};
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layout(push_constant) uniform PushConstantObject {
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mat4 view;
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} pco;
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@ -31,6 +26,6 @@ void main() {
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fragWorldPos = world.xyz / world.w;
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gl_Position = pco.view * world;
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// Vulkanize
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// Vulkanize (see comment about counter-clockwise triangles in //engine/src/render/vulkan/pipeline_forward.rs).
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gl_Position.y = -gl_Position.y;
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}
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