This is a -- long overdue -- breaking change to the rendering output of
this shader, finally adding support for lights that get darker over
distance. The attenuation equation is basically what's documented in
LightData, and the distinction between directional and point lights is
made using a newly added the fourth component of position (which means
the old three-component setters are all deprecated). This allows the
shader code to be practically branchless, which I find to be nice.
This breaks basically all rendering output so all existing Phong and
MeshTools::compile() test outputs had to be regenerated.
It's needed to support the new material attributes supported by glTF.
The test output is slightly different as the normal coming from
the texture wasn't normalized before.
Interestingly enough / sadly none of the tests showed a clear difference
when removing the incorrect normalization, so here's a dedicated test
case. Sigh.
This was stupid, eh? Blame Mesa and SwiftShader for not exposing
ANGLE_instanced_arrays so the only way to test this for me was via the
browser, which is practically impossible. Then found this by an
accident.
Pushing straight to master because YOLO.
* Shader compilation failed with vertex, object and primitive ID
enabled due to the NO_GEOMETRY_SHADER define not being correctly
propagated
* Enabling just vertex ID visualization on WebGL caused an assert in
constructor, complaining that "at least one visualization feature has
to be enabled", which is wrong
* Defaults were not correctly set up for vertex ID rendering, causing
all-black render when setColor() wasn't called
* Forgot to list/bundle some ground truth test images for the test
case, causing the test to fail due to files not found
* The test asserted when generating mesh data due to an unhandled
corner case
* The test expected an ES2 assertion message on WebGL 2
* Flag::Wireframe now implicitly enables Flag::NoGeometryShader also on
WebGL. This was done only for ES2 previously, but WebGL doesn't have
(and won't have) geometry shaders, so it makes sense to do the same
there.
So don't skip the test when rendering just object/primitive/.. ID. Turns
out due to the skip this test was never executed on SwiftShader, and it
thus needs some threshold bumping.
It was rendering everything with a plain color, which is rather useless.
Moreover it wasn't consistent with TBN visualization where you might
actually want only the lines rendered and not the triangle.