MoreShaderWork: Normal maps and deferred lighting

ModeShaderWork now incorporates vertex shaders and fragment shaders to
do normal mapping. Rendering is done on several layers: diffuse,
specular, emissive, and normal.

Normal layer automatically rotates normals when transformations are
applied in Processing.

Deferred lighting solution uses normal layer to apply lights to the
world. Lights are fed into the shader as graphics buffers using
specially-packed float-color hybrids. I can run around 16 lights this
way at 1920*1280 resolution without slowdown (and 64 at higher
resolutions). This isn't enough for full-screen lighting, but I am
considering solutions and it's good enough for realtime work now.

Current implementation lacks managers to streamline the process.

Move the mouse to move a strong light, first among 16.