lighting + blending of day & night colours at the terminator
separated out common shader code
- Assuming sunlight is directional and comes from the centre of the world
space (0,0,0).
- All vertices for all cube faces now in one uber VB.
- Vertices in VB are now directly in world-space units (shader does not
modify object shape any more).
grr! Use a _translation_ transform to make MV matrix RTE: just setting
the values in the MV array doesn't work!
VS computes (MVP * (objVertex + EyePos)).
- Fixed a minor bug in generated GL wrappers (reported to author).
- Runtime, proedural brick texture fragment shader.
added camera struct
Merge branch 'rte-single-precision'

Conflicts:
	theia_test/src/main.cpp
.
Merge branch 'rte-single-precision'

Conflicts:
	theia_test/src/main.cpp
added camera struct

Conflicts:
	theia_test/src/main.cpp