feat: modular HAL, Raylib backend, PBR shading, textures, 60 unit tests
- Replace hardcoded SDL3 windowing with IWindow/IInputState/Key abstractions - Each render backend owns its window (Raylib GLFW, SDL3 for Vulkan) - Raylib backend: DrawModelEx, custom GLSL shader with Fresnel, ACES tonemapping, gamma correction, hemisphere ambient - Fix backface culling, mesh memory (NativeMemory.Alloc), texture loading - Camera controllers use backend-agnostic Key enum (inverted yaw/strafe) - Demo scene: 8 cubes, 7 spheres, torus knot OBJ with checker texture - Extract ProceduralMesh + MeshMath from Program.cs to Engine.Graphics - Vulkan backend deferred (compiles, untested, IWindow-compatible) - 60 unit tests: ObjLoader, camera controllers, AiCommandProcessor, RenderBackendFactory, Timing, ProceduralMesh, MeshMath, Transform - AGENTS.md for opencode integration
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#version 450
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layout(location = 0) in vec3 inPosition;
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layout(location = 1) in vec3 inColor;
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layout(location = 2) in vec3 inNormal;
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layout(location = 0) out vec3 fragColor;
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layout(location = 1) out vec3 fragNormal;
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layout(location = 2) out vec3 fragWorldPos;
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layout(location = 3) out vec2 fragUv;
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struct Light
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{
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vec3 direction;
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float intensity;
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vec3 color;
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float _pad;
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};
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layout(set = 0, binding = 0) uniform FrameConstants
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{
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vec3 cameraPosition;
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uint lightCount;
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vec3 ambientColor;
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float _pad;
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Light lights[4];
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} frame;
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layout(push_constant) uniform PushConstants
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{
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mat4 mvp;
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vec3 materialAlbedo;
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float materialRoughness;
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float materialMetallic;
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uint useTexture;
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uint textureIndex;
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uint _pad0;
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uint _pad1;
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} push;
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void main()
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{
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gl_Position = push.mvp * vec4(inPosition, 1.0);
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fragColor = inColor;
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fragNormal = inNormal;
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fragWorldPos = inPosition;
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fragUv = inPosition.xz * 0.5 + 0.5;
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}
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