### Description Implement a `VLSEffect` (volumetric light scattering, god rays, crepuscular rays). References: - https://github.com/mrdoob/three.js/blob/0bf3908b73b2cf73d7361cce17cfc8b816cb2a00/examples/jsm/shaders/GodRaysShader.js - https://developer.nvidia.com/gpugems/gpugems3/part-ii-light-and-shadows/chapter-13-volumetric-light-scattering-post-process - https://doc.babylonjs.com/features/featuresDeepDive/lights/volumetricLightScattering ### Tasks - [ ] Create `RadialBlurPass`. - [ ] Create `VLSEffect`. - [ ] Create `vls` demo. - [ ] Add unit test. ### Implementation Details - Use a multi-pass radial blur. - The implementation from v6 can be used for reference. - The effect should use a default light source if none is provided. - The mesh should be a billboard (white radial gradient). - Provide a method for creating colored billboards.
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