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Optimize lighting.glsl and test.frag/.vert #11

Description

@EclipsedMango

Things to improve / optimize:
lighting.glsl:

  • Move the rotation sampling in PointShadow and ShadowCalculation out of the loops.
  • Reduce branching problem, maybe set the textures to like 1x1 white pixel if they dont exist.
  • Move some of the Clustered index math to the cpu, like the zLog var.

test.frag/.vert:

  • TBN percision, maybe only pass the tangent and normal and reconstruct bitangent in frag shader.

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