Fogging improvements

Fogging calculations in exp fog mode reworked. Fog near the player in heavy weather (large fog offset like fog and ashstorms) is much closer to the density of the original fog. Fog and ashstorms look thicker, and fogged water reflections more accurately match the objects above ground.

Scattering fog calculations, near fog colour is now view angle dependent, instead of being the sun-facing colour. Corrects colour discrepancies at sunset and sunrise.

MGEXEgui distant land tab auto-calculates better (farther) statics distances and a near fog distance that goes with the fogging calculation improvements.

Mournhold steps and streetlamps included in distant land and reflections.
Macro function updates

Screenshots now capture without the UI included, unless you are in menu mode.

Moving the third person camera in-game with macro functions displays the camera offset coordinates.

Logging format strings corrected.
UAC compatibility

Removed MGEXEgui's requirement to run as administrator so that it can access virtualstore'd files and registry for maximum compatibility.
Large address shader fixes

Forgot to add the correct flag to shader compiler calls for building large address aware shaders. This fixes some bugs with alt-tabbing and the ffe shaders when Morrowind is using >2GB.

Modified the post shader class to check if effect variables are actually bound and not null.
Moon rendering in scattering fog mode

Fixes the rendering of the "moon shadow", a sky-coloured background layer rendering by Morrowind that prevents stars from shining through the additive blended moons. Previously, the moons appeared over-bright during day due to a mismatch between the moon shadow colour and the sky scattering colour.

The moon shadow is detected by marking its scenegraph node specular power, and the shader is directed to replace the mismatched vertex colour with the scattering calculation.
Per-pixel lighting beta work

Added code to address problems with the Light spell effect. The game uses an excessively bright ambient light as the effect, which kills any shading on nearby objects. The new code adds an approximation of ambient support (just a scalar), while the Light effect is rescaled to a reasonable brightness and partially converted to a point source.

Added code to exactly detect spell projectile lights and boost their brightness.

Fixed particle lighting. Certain additive particles would go missing in dark areas, due to the use of pure white ambient lighting that distant land normally ignores. Shader setup directly examines the ambient value instead.

Modified recommend falloff coefficients to be brighter in dark areas, but bloom out less near point light sources.