Start using reverse z and row major matrices, yay
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@ -8,7 +8,7 @@ struct View
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mat4 world_to_view;
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};
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layout(binding = 0, std430) uniform GlobalUniform {
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layout(binding = 0, std430, row_major) uniform GlobalUniform {
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View view;
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} Global;
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@ -22,7 +22,7 @@ layout(location = 0) out vec3 VertexColor;
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void main() {
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VertexColor = colors[gl_VertexIndex];
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gl_Position = Global.view.world_to_clip * vec4(positions[gl_VertexIndex], 0.0, 1.0);
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0) * Global.view.world_to_clip;
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}
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#endif
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@ -22,7 +22,7 @@ pub const Camera = struct {
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view_mat: Mat4 = Mat4.identity(),
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pub fn projection(self: *const Camera) Mat4 {
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return za.perspective(self.fovy, self.aspect, self.near, self.far);
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return za.perspectiveReversedZ(self.fovy, self.aspect, self.near);
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}
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};
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