refactor(render): drop dead camera_pos from the shared uniform

No GPU pipeline reads camera_pos any more — lighting and all transforms
moved to the relative-to-eye path (view_rot + eye_high/eye_low). Remove
the field from the shared Uniforms and every shader struct, plus the now
unused Camera::position_vec4. view_proj stays: the CPU frustum-cull /
scissor / LOD passes still project offset-relative AABBs with it (it is
no longer part of any GPU draw).

Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
This commit is contained in:
Hakan SevenandClaude Opus 4.7 committed 2026-06-23 18:28:52 +03:00
1 parent ddf6344dbe
commit 65413a2c2a
8 files changed
+4 -11

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-1
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@@ -6,7 +6,6 @@
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
-1
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@@ -14,7 +14,6 @@
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
-1
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@@ -19,7 +19,6 @@
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
-1
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@@ -5,7 +5,6 @@
// Must match the shared `Uniforms` struct (scene::pipeline::uniforms, 112 B).
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
-1
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@@ -11,7 +11,6 @@
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
lwdisplay_enable: f32,
-1
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@@ -15,7 +15,6 @@
struct Uniforms {
view_proj: mat4x4<f32>,
camera_pos: vec4<f32>,
viewport_size: vec2<f32>,
world_per_pixel: f32,
// LWDISPLAY toggle: 0.0 = force 1 px (half_width 0.5), 1.0 = use the