examples: apply real texture assets to multi-mesh examples
- meshes/cube: procedural checkerboard -> uv_texture.jpg (8x8 UV grid) - meshes/pbr: floor -> ground.jpeg, bump cube -> cave.jpg + caveNormal.jpg (normal map pre-encoded via sRGB OETF to cancel the GPU sRGB decode) - lights/shadow: ground -> ground.jpeg, cube -> uv_texture.jpg - effects/demo: ground -> ground.jpeg, cube -> uv_texture.jpg - effects/fog: ground -> ground.jpeg (tiled 80x80), cubes -> stonewall.jpg - effects/dof: ground -> ground.jpeg, cubes -> uv_texture.jpg - cameras/culling: shared cube mesh -> uv_texture.jpg - add lib/examples/assets/textures/ (19 assets, 6.5 MB) - document assets + usage in examples READMEs, docs/user/examples.md, docs/user/meshes/materials.md (CARGO_MANIFEST_DIR pattern, sRGB caveat)
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@@ -19,7 +19,8 @@ the full showcase that combines everything.
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## `demo` — Full Showcase
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Combines **all** effects: LOD primitives, procedural textures, lights
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Combines **all** effects: LOD primitives, file + procedural textures
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(`ground.jpeg` floor, `uv_texture.jpg` cube, checker/stripe grids), lights
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(directional + point + spot), shadows, HDR/ACES, exposure, emissive, bloom, culling.
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```sh
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@@ -144,8 +145,11 @@ identical, only the edges differ (stair-stepped vs smooth).
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Demonstrates the 3 fog modes: **linear**, **exponential**, **exponential²**.
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The scene contains a row of cubes receding into the distance and scattered
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spheres on a large floor plane. Fog blends objects toward a background color,
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creating the illusion of an infinite world.
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spheres on a large floor plane. The floor is textured with `ground.jpeg`
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(tiled across 80×80 units via the `Repeat` sampler) and the cubes with
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`stonewall.jpg` — the fog falloff reads clearly on the textured surfaces.
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Fog blends objects toward a background color, creating the illusion of an
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infinite world.
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```sh
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cargo run -p wsg-lib --example fog --features "all-prims"
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@@ -165,7 +169,9 @@ while foreground and background blur according to their distance from the
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focus plane. Creates a natural attention effect (cinematic style).
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The scene contains 20 cubes in a row along Z (z=3 to z=-25.5) and 5 spheres to
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the sides, on a floor plane. Focus presets at 3 m / 8 m / 15 m.
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the sides, on a floor plane. The floor is textured with `ground.jpeg` (tiled)
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and the cubes with the `uv_texture.jpg` atlas — bokeh blur reads much better
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on textured surfaces. Focus presets at 3 m / 8 m / 15 m.
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```sh
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cargo run -p wsg-lib --example dof --features "all-prims"
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