# Objective - Fixes #4456 ## Solution - Removed the `near` and `far` fields from the camera and the views. --- ## Changelog - Removed the `near` and `far` fields from the camera and the views. - Removed the `ClusterFarZMode::CameraFarPlane` far z mode. ## Migration Guide - Cameras no longer accept near and far values during initialization - `ClusterFarZMode::Constant` should be used with the far value instead of `ClusterFarZMode::CameraFarPlane`
		
			
				
	
	
		
			26 lines
		
	
	
		
			532 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			26 lines
		
	
	
		
			532 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
#version 450
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layout(location = 0) in vec3 Vertex_Position;
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layout(location = 1) in vec3 Vertex_Normal;
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layout(location = 2) in vec2 Vertex_Uv;
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layout(set = 0, binding = 0) uniform CameraViewProj {
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    mat4 ViewProj;
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    mat4 View;
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    mat4 InverseView;
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    mat4 Projection;
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    vec3 WorldPosition;
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    float width;
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    float height;
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};
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layout(set = 2, binding = 0) uniform Mesh {
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    mat4 Model;
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    mat4 InverseTransposeModel;
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    uint flags;
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};
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void main() {
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    gl_Position = ViewProj * Model * vec4(Vertex_Position, 1.0);
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}
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