Per-pixel lighting work

Fixed bad calculation (colour approaches infinity) in fog colour approximation when fog start distance was greater than 2-3 cells. Passing the bad value to the per-pixel shader caused it to render pure blackness.

Capped the result of scaled and biased bump luminance to 1.0 in the shader bump stage, as D3D seems to do. Some custom meshes with bumpmaps have very high luminance scaling. This is probably to counter the unintended loss of intensity caused by a using a normal map in place of an EMBM map (the z in the blue channel maps to luminance in EMBM).

Clamped negative light values to 0 before tonemap and fogging stage to work around poor interaction of negative lights and fog.

Increased supported texture stages from 4 to 6, for compatibility with meshes using an excessive number of texture layers.

Fixed vertex colour rendering when lighting is turned off, for compatibility with Morrowind's debug visuals.

MGEXEgui auto near fog distance modified now that it works properly. Lighting falloff coefficients tweaked slightly for a brighter highlight.
Localization update

Improvements to layouts to accomodate more text.

Added code to localize toolbars and menus, for use with shader editor.

Renamed some controls in the macro editor for easier identification.

Updated localization template.
Distant statics generation

Added simplified distant versions of the ghostfence meshes, that work around the z-fighting caused by the mesh quantizer.

Added the Vivec Palace water mesh to the exception list, as it is so large that it intrudes over normal rendering.