Remove perceptual_roughness from shader code
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A-Rendering
C-Bug
C-Code-Quality
D-Modest
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- Rust
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Description
We should be using only non-perceptual roughness in shader code.
It makes the code less confusing, and hopefully saves registers.
Iirc I think the only things using it are the F_AB split-sum approximation that we copied from Unreal, and environment_map.wgsl (which might make sense to keep as perceptual roughness).
EDIT: I'm not confident that F_AB is even _meant_ to be using linear roughness.
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