Physically Based Rendering
Resources:
- https://learnopengl.com/PBR/Theory
- https://learnopengl.com/PBR/IBL/Diffuse-irradiance
- https://learnopengl.com/PBR/IBL/Specular-IBL
- https://blog.selfshadow.com/publications/s2013-shading-course/

(Jip) Todo before merge:
- [ ] fix Nomads overriding the mesh shader
Exciting initial start, wonder what it looks like on Seraphim units 😄 .
In terms of pre-computing the roughness, BlackYps mentioned we can use mip maps for that. You can generate initial mip maps using Image Magick, as separate files. And then combine them again. I experimented with that for maps to reduce the detail of a texture as you zoom out so that it looks less repetitive 😄

An example cube map, extracted from fa steam. I'm not entirely sure what order the images are but it is difficult to imagine they choose a different order than the usual cube maps. Maybe @The-Balthazar has an idea about it


@Blodir / @BlackYps Lets finalize the shader part of this task. Aim is to merge this pull request. We'll complete the work (actually assign units the shaders) in another pull request, in the near future when we start working on the textures of individual units.