This is the lowlevelrenderer
update lowlevel renderer
update webglrenderer2 to get the exmaples working
make webglrenderer2 work for bufferGeometry and ribbons
make uniform2 work and make webglrenderer again usable
started adding Color unit tests
started adding Color unit tests
Fix lathe-geometry in presence of angle < PI*2, add ability to specify phiStart, phiLength + optimize.
update weblgl_geometry_normals.html to show off partial LatheGeometries.
add unclosed top/bottom LatheGeometry examples to webgl_geometry_normals.html
up Color.js test coverage to 78%
WebGLDeferredRenderer: trying to fix AreaLights.

The problem this tries to address is - how to incorporate surface normals into diffuse term area light calculations. The original approach completely ignored surface normals, which resulted in both light shining on backfaces and lit surfaces not showing any shading. This made prettier empty box with very soft look but anything inside the box had completely flat diffuse term.

Not yet fully solved. I tried myriad variants, all methods I could come up with had some problems. This one for example breaks down when the light emitter area intersects object triangle :S.

Also fixed handling of vertex colors for emissive term and tried a bit closer match with shininess strength between area lights and other light types, though this is tricky, seems it would require some non-linear mapping.
WebGLDeferredRenderer: added API for injecting postprocessing effects into deferred rendering pipeline.
Added support for THREE.Lines as bufferGeometry
Removed temporary src line
made the buffer location seperate
WebGLDeferredRenderer: added tonemapping.

Based on http://filmicgames.com/archives/75
abstracted construction logic of morphTarget to `updateMorphTargets`
split of shaderbuilder
add myself as author