feat: PBR shading — Cook-Torrance BRDF with ACES tonemapping
- Vertex shader: passes world position, world normal, albedo to fragment - Fragment shader: full PBR implementation - D term: Trowbridge-Reitz GGX distribution - G term: Smith geometry with Schlick-GGX - F term: Schlick Fresnel approximation - kD/kS split based on metallic - Directional light (0.5, 0.8, 0.3) with warm color - Ambient term (0.15, 0.18, 0.22) for fill light - ACES filmic tonemapping - Gamma 2.2 correction - Fixed roughness=0.5, metallic=0.1 (per-object materials = future) - No C# code changes — pure shader upgrade
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