Yeah... Found out  that there might be kind of a problem to this approach.. Everything goes through the vertices...
Actually, it might still be good once I implement material blending.
We now have dynamic material blending in the directional light shader, and we now have .... branching texture lerping in the gbuffer pixel shader...... : |
Point lights now also lerp between materials (barely noticeable, but I guess that's why it's so good)

Tweaked materials slightly.

Upped point light count to 200.
Changed bottom texture to dirt instead of rock. Looks better with the grass etc.
Added stuff to link dungeon.
Fixed all of the warnings the compiler was throwing about float-int conversions.
Fixed some issues with normal encoding/decoding. Also tweaked SSAO a little.
Added a linked list, a 2D AABB and 3D AABB.. begun work on a quad tree.
Working on iterators and quadtrees and shit.
Yeah. Doing linked list work.
Pushing updates octree and some other shit.