Tweaks various rendering related parameters and adds a new render pass which combines the transparent and the opaque RTs.
Dramatically speeds up automatic HDR exposure update using double buffered PBOs and cleans up some variable names.
Reactivates dynamic HDR eye adaption for the lowest graphics setting.
Adjusts alpha test reference value in chunk shader.
Tweaks water fading at shores.
Fixes #453.
[intern] using slick (236) and lzma(1.2) from maven repos
[fix] add missing additional maven repo for subprojects
Minor Checkstyle fixes
Adds support for dynamic chunk shadows via shadow maps and adds the new "Uber" graphics quality setting in that regard ("Uber" enables the water simulation plus shadows, light shafts are available with "Insane").

* Fixes torches in combination with meshes
* Adds new orthographic camera for the shadow rendering
* Tweaks non-ocean water
* Renames Shader class to MaterialShader
* Removes strange camera modes from the material shader
* Adds (currently deactivated) shadow support to the mesh and dropped item renderer
* Tweaks various other rendering related things
* Disables alpha blending of chunk elements until further notice
Adds missing interface implementation.
Adds missing interface implementation.
Fixes shader warning and extends ShaderProgram error behavior.
Removes billboards from world reflection.
Fixes invalid call to glDeleteShader().
Brightens water and adds a slightly blueish tint to it.
Adjusts sizes of items rendered in the first person view since they were blocking a much too wide area of the player's view.
Fixes that the current graphics setting was not stored correctly and that the block scale was not reset correctly if a miniature chunk got placed.
Extends and cleans up Terasology's runtime debugging and debug rendering capabilities and adds a new debug shader for displaying various rendering stages. Also...

* Renames PostProcessingRenderer to DefaultRenderingProcess
* Moves block hint defines from the shader as an enum to the Application code base where they get "dynamically" added as defines during shader compile time
* Moves "wireframe" setting from the WorldRenderer to the SystemConfig class
* Adds that F8 can be used to toggle the AABB rendering of chunks (debug mode only)
* Adds the possibility to hide the first person view via a SystemConfig setting
* Adds that the H key also hides the first person view (debug mode only)
Adjusts light/shadow frustum/camera setup.