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Day 26: Better material integration!
Material data is now in a separate buffer so that extra material parameters do not bloat MeshDraw structure (which regresses culling/rendering performance when we have lots of draw calls); we now preserve various material related factors from glTF data, and integrate them into shading a little better with more sRGB correct results and nicer specular. We will need to rework BRDF integration completely in the future, ideally switching to metal/roughness/GGX et al, and also there's some normal banding issues that remain that we should investigate.
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