Episode 3 : Deferred Rendering - Light Pass Stop (WIP)
+ Added : LIGHT structure for deferred rendering
+ Added : SPOT_LIGHT
+ Added : CHECK_GEOMETRY_PASS() in GBuffer.h
+ Added : m_Mode in RENDERER to switch between forward and defferred (not usable in realtime for now because the shaders initialize object @ object load)
+ Added : shaders for lighting (WIP)