verve.gl — per-submesh shader variants

Two cubes, one draw-command stream. The left cube is full PBR (base · metallic-roughness · normal · emissive); the right is base-color only. Each submesh draws with the leanest correct shader variant — no über-shader, no wasted texture sampling.

Drag to orbit · wheel to zoom · click a cube to pick. The renderer issues one SET_PIPELINE per distinct variant group and re-emits SET_LIGHTS / BIND_IBL per the wire stream-order rule.