feat(renderer): add normal mapping and procedural IBL to PBR shader
- Add tangent input (location 3) and TBN computation in vertex shader - Add normal map sampling (group 1, bindings 2-3) for tangent-space normal mapping - Add BRDF LUT binding (group 4, bindings 0-1) for specular IBL - Add procedural sky environment function for diffuse/specular IBL - Replace flat ambient with split-sum IBL approximation - Add pbr_texture_bind_group_layout (4 entries: albedo + normal) - Add create_pbr_texture_bind_group helper and flat_normal_1x1 texture - Update create_pbr_pipeline to accept ibl_layout parameter (group 4) Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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@@ -18,7 +18,7 @@ pub use gpu::{GpuContext, DEPTH_FORMAT};
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pub use light::{CameraUniform, LightUniform, LightData, LightsUniform, MAX_LIGHTS, LIGHT_DIRECTIONAL, LIGHT_POINT, LIGHT_SPOT};
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pub use mesh::Mesh;
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pub use camera::{Camera, FpsController};
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pub use texture::GpuTexture;
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pub use texture::{GpuTexture, pbr_texture_bind_group_layout, create_pbr_texture_bind_group};
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pub use material::MaterialUniform;
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pub use sphere::generate_sphere;
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pub use pbr_pipeline::create_pbr_pipeline;
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