AO is used + fixed gamma correction
HDR Rendering + small light bug fix (see desc)

The bug didn't always show but was due to pow(0,0) returning NaN on my
GPU (sometimes the result is 0, sometimes NaN).
Proper tone map color space + using max luminance

Note: When moving the screen flickers. This is due to maximum and
average luminance being used without gradual adaption. This will
probably be fixed by my next commit.
Revert "Proper tone map color space + using max luminance"

This reverts commit 10819f8e670d390d91245cbd1c776c6d3aa8832f.
Removed CombineLight and cleaned some comments.
Proper tone map color space. Minor variable edits
Small code cleaning
HDR: Calculate maximum luminance
HDR: Auto exposure
HDR: Autocalc middle grey + using max luminance
All lights have intensity. Small tau edit HDR
TiledDeferred: A first step. Read description.

First of all: performance drop. This has to do with two things. The
first is that the old lights are still rendered, but that will of course
be changed when tiled is up and running (duh). The second reason is that
culling is not yet implemented, which means that all lights are
calculated for every pixel.
On another note: for now, the system has some hard coded values and only
uses point lights.
TiledDeferred: Tile frusta intersection
TiledDeferred: Dynamic light buffer
TiledDeferred: Spotlight support
TiledDeferred: Capsule light support
TiledDeferred: Final lights. Cleanup
Tiled and geometry deferred uses same data
All light data in world space. Transform in CS

Note: I still want to work in view space to avoid transforming every
light and just transform the per pixel gbuffer data.
Using SSAO in tiled deferred