feat: PBR point light — Unity-style attenuation, warm glow
- UBO expanded from 64 to 128 bytes: vp(64) + lightPos(16) + lightColor(16) - Vertex shader: passes point light UBO data through - Fragment shader: refactored calcLight() function, shared by directional + point - Point light: Unity-style attenuation pow(1 - dist/range, 2) - Directional light reduced intensity (0.4) to balance with point light - Point light: position (0,8,0), warm color (1,0.9,0.7), intensity 15, range 25 - Renderer: reads Light component from ECS, packs into UBO with Marshal.StructureToPtr - Scene: MainLight entity with Light.Point at (0,8,0) - 0 C# struct changes — pure UBO layout + shader upgrade
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