fix: rlgl depth FBO shadows, correct normals, linear gamma, per-channel Fresnel
- Shadow mapping via rlgl: custom depth FBO (2048x2048, 24-bit depth texture) instead of color-attachment approach. Proper depth-only render pass. - Shadow map bound via MaterialMapIndex.Emission (texture unit 1), sampled in shadow receiver shader with PCF 3x3 soft shadows. - Fixed inverted normals: Cross(ac, ab) for CW winding in OBJ files. - Linear workflow: pow(albedo, 2.2) before lighting, pow(result, 1/2.2) after. - Per-channel Fresnel: vec3 F0 + (1-F0)*pow(1-HdotV,5) instead of F0.x. - Single CollectLights call after BeginMode3D. - Shadow pass after BeginDrawing (inside frame). - Backface culling disabled globally for mixed-winding meshes. - Point light support: Light.Point/Directional factory methods, attenuation, ImGui inspector with type combo, position/range for point lights. - Floor rendered for both light types (shadow receiver or main shader). - 66/66 tests passing.
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@@ -25,7 +25,7 @@ public class MeshAndLightTests
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[Fact]
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public void Light_Direction_Is_Normalized()
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{
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var light = new Light(new Vector3(0, 2, 0), Vector3.One, 1.0f);
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var light = Light.Directional(new Vector3(0, 2, 0), Vector3.One, 1.0f);
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Assert.Equal(1f, light.Direction.Length(), 0.001f);
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}
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@@ -33,7 +33,7 @@ public class MeshAndLightTests
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[Fact]
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public void Light_With_Zero_Direction_Defaults_To_UnitY()
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{
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var light = new Light(Vector3.Zero, Vector3.One, 1.0f);
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var light = Light.Directional(Vector3.Zero, Vector3.One, 1.0f);
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Assert.Equal(Vector3.UnitY, light.Direction);
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}
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