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
This commit is contained in:
emil28092005
2026-06-18 19:18:01 +03:00
parent 50e77e705b
commit 22748ed9ba
4 changed files with 91 additions and 9 deletions
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