- Add Normal to Vertex struct and vertex input pipeline. - Update vertex/fragment shaders with push-constant light data (direction, color, ambient). - Compute per-face normals in ObjLoader and GltfLoader for flat shading. - Add Transform.TransformNormal() using inverse-transpose of the model matrix. - MeshRenderer builds world-space normals and pushes light constants each frame. - Recompile SPIR-V shaders.
1.7 KiB
1.7 KiB