Right. So, D3D and Vulkan use a left-handed coordinate system, and OpenGL (and GLM) use a right-handed coordinate system. I’ve tried a few things that I found on the web, but nothing is working properly just yet. I implore you to please fix the code that is found on GitHub, because I’m at a loss, basically.
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Vulkan shadow (cube) maps
For the sake of simplicity, just flip the y coordinate at the end of the vertex shader.
void main()
{
...
gl_Position.y = -gl_Position.y;
}
Ok I’ve tried that, but I will try again. thanks for your ideas.
P.S. I tried flipping it in the offscreen.vert and scene.vert, but that does not solve the problem.
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