Post-processing basic foundation
Bloom post-processing implemented in-game, some tidying up is necessary.
Post-processing uses a VBO to draw fullscreen quad
corrected include guard
Merge branch 'master' into postprocessing

Conflicts:
	src/graphics/Material.h
	src/graphics/TextureGL.cpp
	win32/vc2012/graphics/graphics.vcxproj.filters
Merge branch 'master' into postprocessing

Conflicts:
	src/graphics/Material.h
	src/graphics/TextureGL.cpp
	win32/vc2012/graphics/graphics.vcxproj.filters
Added GL2 implementation for DrawLines2D and DrawPoints to RendererGL2
Merge branch 'master' into postprocessing
Merge branch 'master' into postprocessing
Merge branch 'master' into postprocessing

Conflicts:
	src/graphics/RendererGL2.cpp
resolved a conflict
Merge branch 'master' into postprocessing

Conflicts:
	src/graphics/RendererGL2.cpp
	src/graphics/RendererGL2.h
	src/graphics/RendererLegacy.cpp
	src/graphics/RendererLegacy.h
resolved a conflict
Merge pull request #257 from ParagonDevelopmentTeam/postprocessing

wip : Post-processing