ADD: multi light system
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@@ -70,6 +70,13 @@ struct AllocatedBuffer {
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VmaAllocationInfo info;
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};
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struct GPUPunctualLight {
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glm::vec4 position_radius;
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glm::vec4 color_intensity;
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};
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static constexpr uint32_t kMaxPunctualLights = 64;
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struct GPUSceneData {
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glm::mat4 view;
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glm::mat4 proj;
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@@ -84,6 +91,9 @@ struct GPUSceneData {
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// Hybrid ray-query options (match shaders/input_structures.glsl)
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glm::uvec4 rtOptions; // x: enabled (1/0), y: cascade mask, z,w: reserved
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glm::vec4 rtParams; // x: N·L threshold, yzw: reserved
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GPUPunctualLight punctualLights[kMaxPunctualLights];
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glm::uvec4 lightCounts;
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};
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enum class MaterialPass :uint8_t {
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