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Support a second UV set (TEXCOORD_1) #205

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@bdero

Only one UV channel exists today, so lightmaps and a separate occlusion or emissive UV are not possible. Add a second vertex UV attribute and let material slots choose which UV set they sample (per glTF texCoord index). Prerequisite for baked lightmaps.

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    renderingBehavior when preparing or drawing geometry to the screen.roadmapPlanned long-horizon work owned by maintainers.

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