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