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Add normal mapping and parallax occlusion mapping for WMO surfaces
Generate normal+height maps from diffuse textures at load time using luminance-to-height and Sobel 3x3 filtering. Compute per-vertex tangents via Lengyel's method for TBN basis construction. Fragment shader uses screen-space UV derivatives (dFdx/dFdy) for smooth LOD crossfade and angle-adaptive POM sample counts. Flat textures naturally produce low height variance, causing POM to self-select off. Settings: Normal Mapping on by default, POM off by default with Low/Medium/High quality presets. Persisted across sessions.
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