* VSMS: * improved many lights vs mesh instances culling * dynamic object invalidation for point lights and spot lights * (not for GP Direct) Quad tree for point and spot light page tables instead of mipchain * per pixel traced indirect diffuse * trace diffuse ray per pixel * use nvidias recurrent blurr to denoise * use spherical harmomics to denoise * denoise in half res, upscale to full res * pgi for ray hit indirect lighting * vsms for direct light shadows * bloom? * fog? * lod transition improvements * editor * gizmo rendering * dragging, rotating and scaling objects * writing out modified gltfs * clouds (probably cope though there is no way I have the time to do this) * IES light profiles