feat(renderer): integrate shadow map sampling with 3x3 PCF into PBR shader
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -68,7 +68,7 @@ impl ShadowMap {
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// binding 2: ShadowUniform buffer
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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