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The Vulkan light shaft pass reuses OpenGL's sun position formula, whose texture V grows upward. The Vulkan fullscreen triangle in post-v.sdr has V = 0 at the top of the screen, and ls-f.sdr steps from fragTexCoord toward sun_pos in that space, so the shafts radiated from a point mirrored vertically from the sun. Flip the vertical coordinate before upload. Co-authored-by: Saga port <saga-port@invalid> Co-authored-by: Claude Opus 5.5 <[email protected]>
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