feat: diffuse lighting — normals passed to fragment shader

- Vertex shader: pass normal through mat3(model) to fragment
- Fragment shader: directional light (0.5, 0.8, 0.3) with 0.25 ambient
  + 0.75 diffuse = faces now have depth and 3D form
- Torus knot has smooth normals (vn in OBJ), cubes have face normals
- 0 validation errors, ~2300 FPS
This commit is contained in:
emil28092005
2026-06-18 17:03:15 +03:00
parent a4914f28c5
commit e36cbc7774
4 changed files with 9 additions and 1 deletions
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