Add bindings and shaders for bent normals used in ambient occlusion #6301
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As discussed in HL forums https://www.hard-light.net/forums/index.php?topic=99354.0
Example of production use: https://dev.epicgames.com/documentation/en-us/unreal-engine/bent-normal-maps?application_version=4.27
This feature is used to improve accuracy of ambient occlusion by using pre-generated normal maps that contain vectors pointing in least occluded direction.
Reflective light is handled by calculating dot product between the reflected vector and the normal, and then mixing this with ambient occlusion map.
Diffuse ambient lighting is simply shifted to this new vector.
Primary contribution of this feature is however direct lighting, as this allows AO to work with direct lighting without creating nasty artifact or looking like a decal.
Example
https://imgsli.com/Mjg4MTUy