Engine-wide compile-time tunables and ANSI colour codes.
constexpr mnd::f32 kCameraFarPlane
constexpr mnd::f32 kCameraNearPlane
Engine-wide primitive type aliases and GLM math imports.
glm::mat4 mat4
4×4 column-major float matrix (model/view/projection).
glm::vec3 vec3
3-component float vector (e.g. world position, RGB colour, normals).
float f32
32-bit IEEE float — the standard GL scalar type.
Per-frame camera matrices and world-space position.
mat4 projectionMatrix
Camera → Clip space transform (perspective or ortho).
mat4 viewMatrix
World → Camera space transform (glm::lookAt result).
vec3 position
Camera world-space position, used for specular calculations.
f32 nearPlane
Frustum near distance — used by post passes for depth linearisation.
World-space position and RGB colour of a single point light.
vec3 color
Linear RGB light colour (1,1,1 = white full-intensity).
vec3 position
World-space origin of the light source.