Renderer meant to be fast and realtime Uses Phong for light intensity calcs working on dynamically adjustable BVH rn(hopefully almost done) smooth/realistic shadows that utilize gaussian blur(intensity dependent on distance from object casting shadow) colors are planned to be lerped with colors calculated by a low-res path tracer
rasterizer benchmark #1: rasterizes 1,000,000 triangles per second on a 4050 mobile(pretty bad!)
first "fragment" shader written in my renderer: