Cube texture creates array slice image views allowing each face to be treated as a framebuffer
Visualize depth uses screen space coords
[stash] Foundations for VK_KHR_multiview and cubemap render targets
Scene system listeners I'll need later
New shadow mapper: spot and point lights so far
* Move all logic to c# for full ownership, delete old native code
* Bindless shadow map textures, delete old shadow atlas
* Spot Lights
* Point Lights: cube textures with hw pcf poisson sampling
* Add user setting r.shadows.quality (0-3) low->high for better filtering
* Scale shadow map resolution based off of screen size the light occupies
* Debug system