* feat(graphics): texture cell bombing to break tiling
Add UV-space cell bombing on the default mesh3d / clustered PBR paths:
per-cell random offset and rotation blended across a 2x2 neighborhood
(with textureGrad for stable mips). Opt-in via Renderable3D::setTexCellBomb
(strength 0 keeps prior behavior). Includes GLSL helper, SPIR-V embeds,
CPU reference header, docs, and smoke tests.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
* fix(graphics): rotate UVs in cell bombing; harden GPU test
Rotate UVs about each cell center (not just translate) so periodic
textures actually break tiling. Use the known-good UV cube + repeating
motif in the pixel smoke test.
Co-authored-by: 西风逍遥游 <sunxfancy@gmail.com>
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Co-authored-by: Cursor Agent <cursoragent@cursor.com>