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Deferred Shading #766

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@Azaezel Azaezel commented Aug 29, 2014

Prepass to deferred shading refactor.

Alterations:
Core:
Gbuffer Overhaul.
Concurrent render target generation for lighting and diffuse information.
Auxiliary:
Refactored cubemap and dynamiccubemap blending to utilize the specular map rather than require 2 (or more) diffuse passes. (largely due to gbuffer alteration needs)
Gamma Correction now falls within the range of monitor gammas, and uses linear correction to better match texture-sheet to in-game colorization.

Additions:
Replaced non-functional environment map slot with Translucency Mapping.
Incorporated dynamic cubemap support for tsstatics.
Incorporated #710 for obvious reasons.
Added explicit brightness and contrast controls.

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