Would you like a deeper dive into implementing an LFS shader system from scratch (e.g., rasterizer + shader dispatch loop)?
// Pseudo-C LFS shader color lfs_diffuse(float2 uv, float time) vec3 normal = texture2D(normalMap, uv).rgb * 2.0 - 1.0; vec3 lightDir = normalize(vec3(0.5, 1.0, 0.2)); float diff = max(0.0, dot(normal, lightDir)); vec3 albedo = texture2D(diffuseMap, uv).rgb; return vec4(albedo * diff, 1.0);