Fragments discarded?

I’m rendering 8 points in a cube, and not sorting the vertices yet. Fragments are discarded even though depth test is disabled. What else might cause the fragments to be discarded?

Screenshots:
https://imgur.com/a/lnhnJ

The relevant bits of code:

const std::vector<vertexStruct> vertices = {
    {{-0.5f, -0.5f, 0.0f}, {1.0f, 0.0f, 0.0f}},
    {{0.5f, -0.5f, 0.0f}, {0.0f, 1.0f, 0.0f}},
    {{0.5f, 0.5f, 0.0f}, {0.0f, 0.0f, 1.0f}},
    {{-0.5f, 0.5f, 0.0f}, {1.0f, 1.0f, 1.0f}},

    {{-0.5f, -0.5f, -0.5f}, {1.0f, 0.0f, 0.0f}},
    {{0.5f, -0.5f, -0.5f}, {0.0f, 1.0f, 0.0f}},
    {{0.5f, 0.5f, -0.5f}, {0.0f, 0.0f, 1.0f}},
    {{-0.5f, 0.5f, -0.5f}, {1.0f, 1.0f, 1.0f}}};

...

    a.topology = VK_PRIMITIVE_TOPOLOGY_POINT_LIST;
    r.polygonMode = VK_POLYGON_MODE_FILL;
    r.cullMode = VK_CULL_MODE_NONE;
    d.depthTestEnable = VK_FALSE;
    d.depthBoundsTestEnable = VK_FALSE;
    d.stencilTestEnable = VK_FALSE;

...

    blend.blendEnable = VK_TRUE;
    blend.colorBlendOp = VK_BLEND_OP_ADD;
    blend.srcColorBlendFactor = VK_BLEND_FACTOR_ONE;
    blend.dstColorBlendFactor = VK_BLEND_FACTOR_ONE;
    blend.alphaBlendOp = VK_BLEND_OP_ADD;
    blend.srcAlphaBlendFactor = VK_BLEND_FACTOR_ONE;
    blend.dstAlphaBlendFactor = VK_BLEND_FACTOR_ONE;

...
#version 450
#extension GL_ARB_separate_shader_objects : enable

out gl_PerVertex {
  vec4 gl_Position;
  float gl_PointSize;
};
layout(location = 0) out vec3 fragColor;

layout(binding = 0) uniform UniformBufferObject {
  mat4 modelview;
  mat4 proj;
} ubo;
layout(location = 0) in vec3 inPosition;
layout(location = 1) in vec3 inColor;

void main() {
  gl_Position = ubo.proj * ubo.modelview * vec4(inPosition, 1.0);
  gl_PointSize = 40;
  fragColor = inColor;
}

...

#version 450
#extension GL_ARB_separate_shader_objects : enable
layout(location = 0) out vec4 outColor;

layout(location = 0) in vec3 fragColor;

void main() {
  vec2 c = gl_PointCoord - 0.5;
  float a = clamp(1.2 - sqrt(dot(c, c))*2.4, 0, 1);
  outColor = vec4(fragColor*a, a);
}

I figured it out, I was setting the depth test enabled in a different function which ran later than the code shown above.