Started deferred renderer, implemented Framebuffer (for GBuffer) and geometry pass
Fixed deferred lighting pass, still requries attenuation
Changed ground pattern to something more visible (not transparent) and added normals to Shape2D.
Fixed texture types for gbuffer, and added basic attenuation
Fixed attenuation and set background to black
Fixed mipmapping (toggleable) and depth buffer after deferred passes
Cleaned up deferred renderer.