Use reversed infinite projection for camera
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@@ -13,6 +13,6 @@ layout(set = 1, binding = 1) uniform Object{
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void main() {
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gl_Position = vec4(inCoord, 1.0) * object.transform * camera.transform;
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gl_ClipDistance[0] = gl_Position.z;
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gl_ClipDistance[0] = gl_Position.w - gl_Position.z;
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outUV = inUV;
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}
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