Refactor rendering pipeline with compute shader blur and move shader compilation to Chef
- Implement compute shader-based recursive blur for Bloom and SSAO.
- Significant refactor of Render class and Deferred rendering setup.
- Rename bgfx handles to shorter forms (e.g., HTexture -> HTex, HProgram -> HProg).
- Move shader compilation from Makefiles to the chef asset processor.
- Fix initialization order in Source constructor to match declaration.
- Update gameplay.json and crystal group point light radii.
I can’t get the idea of compute shader blur out of my head. Logically, I don’t need it at this stage—SSAO looks fine and bloom looks great. But there was an itch, so I decided to go for it. Not sure why, but FPS went down from 400 to 250 no matter what I did; just enabling the compute shader reduced the performance. Anyway, I might need it for something else later—AA, for example, or a better transparency pass.