Sets blur level "Normal" as default - makes sense I guess?
Renames "Survival" type game mode to "Normal" for the time being.
Adds various rendering related optimizations.

* Deferred lighting now used stencil masking and an additional stencil geometry pass to avoid unnecessary per-pixel calculations
* Packed some properties into vec4s
* Added some checks to avoid unnecessary state changes
* Added caching mechanism for uniform locations to avoid stalling the GPU all the time
* Tweaked point light attenuation function
Adds many rendering related additions, tweaks, overhauls and fixes.

* Fixes that changing the video settings (and thus recompiling shaders) without relaunching the application was not working anymore
* Rewrites SSAO (now uses a hemispherical approach - variation of the approach used in Crysis)
* Adds a seprate 4x4 blur filter for SSAO (and an according pass)
* Changes that sunlight is applied via the deferred rendeirng path
* Adds that the chunk shader supports deferred and forward shading
* Changes that the reflected chunk scene is rendered using the forward path only
* Extends support for directional light sources
* Adds a main directional light for sunlight
* Moves shadow calculations from the combine pass to the light buffer pass
* Changes that dynamic shadows (plus cloud shadows) are only applied to the main directional light
* Adds that block sunlight gets encoded into the alpha channel of the normal buffer
* Tweaks almost all rendering settings (especially HDR rendering, bloom, blur, ...)
* Fixes that the blur shader was not considering the correct texel sizes for the given rendertargets
* Moves bloom from the post pass to the pre-post pass
* Moves vignette from the post pass to the pre-post pass
* Overhauls brightness-/high-pass for bloom
* Tweaks many rendertarget sizes and settings for various post-processing effects
* Fixes that bloom was applied to the sky
* Adds debug text for the currently active shader debug mode to the HUD
* Adds lightshafts render target to the debug system
* Fixes that the noise texture used for the film grain effect was linearly interpolated
* Adds various new shader helper methods for calculating block light (and other things)
* ...
Enables chromatic aberration support and fixes broken skyband texture.
Adds some minor SSAO related cleanups.
Adds some minor cleanups and fixes that textured blocks were no longer considering vertex colors (lead to unshaded blocks in the inventory for example).
Adds some additional shader debug features and cleanups.

* Adds two additional shader include files - one for uniforms and one for defines which get appended to vertex and fragment shaders
* All generated shaders sources are from now on being dumped to the logs directory during compilation - so debugging via AMD's GSA gets easier
* Optimizes how the block hints get checked and makes sure all defines are passed in with the correct types
Drastically reduces SSAO intensity.
Fixes that the SSAO 4x4 blur filter was not centered around each texel and thus caused edge artifacts.
Adds that the SSAO algorithm supports varying noise and sphere sample sizes.
Fixes and restructures some debug shader related things and also disables the baked occlusion for the deferred pass if SSAO is enabled. Also tweaks SSAO parameters of course...
Increases film grain intensity slightly.
Tweaks bloom (adjusts settings and adds an additional downsampling pass).

* Doubles specular intensity for water
Fixes and tweaks various rendering related things.

* Adds  a new normal map for the ocean/water and also replaces the old one (there are now two separate normal maps blended together)
* Tweaks ocean water settings accordingly
* Fixes that water textures were not tiled correctly because the chunk world position was not the actual world position in the chunk shader
* Fixes that some non-chunk objects were not rendering the correct light information to each of the buffers - fixed this for all shader, which now accept separate block light and sunlight light values instead of a combined value
Adds some rendering related fixes.

* Fixes that non-chunk blocks were differently shaded than chunk blocks - they should look exactly the same from now on in all situations (if using the deferred render path)
* ... and thus changes that the exponential light values were passed to the shader where they were exponentiated again
* Fixes that alpha blend chunks were falsely rendered front to back and not back to front
numerous bugfixes in pathfinder + multi level mazes
moving minions in a huge multilevel maze
Reverted Chunk.java
Adds some minor cleanups and fixes.

* Fixes that some rendered elements were not lit correctly in certain scenarios (e.g. item meshes did not use the light values at the current position of the mesh but at the position of the player)
* Cleans up the code style in the crafting module
* Adds some specialized shader program instances to the rendering part of the crafting module
* Adds a separate shader program instance for each font