Lights and Shadows #731
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Context: Bug
Context: Enhancements
Platform: Android
Platform: Linux
Platform: Web
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Target: CI
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SakulFlee/Orbital!731
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3a. Normal re-normalization after model-matrix transform in vertex shader. Non-uniform scale still needs inverse-transpose, but no meshes currently use it; re-normalize handles uniform scale. 3b. Remove gamma-decoding from IBL diffuse/specular reads. The environment maps are HDR linear (Rgba16Float), not sRGB. Previously pow(sample, 2.2) incorrectly darkened ambient. 3c. BRDF LUT roughness: use roughness directly instead of 1.0-roughness. The LUT was baked with raw roughness on the V axis (confirmed from ibl_brdf.wgsl). Was inverting it. 3d. Confirmed: surface is sRGB swapchain format; GPU auto-applies display gamma on write. No explicit pow(x, 1/gamma) needed. 3e. Cascade selection: use view-space depth (along camera forward) instead of Euclidean distance. CPU splits are view-space; Euclidean over-estimates at frustum edges causing premature cascade transitions.Closes #732