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
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