Fix bug with MRT overwriting depth buffer index
Model: Use specular texture instead of shinniness

It is the more commonly used one
materials: Handle specular better

Alpha in specular map is shininess amount
Materials: Convert to view space
Deferred: Working with static light
depth: Use deferred
Deferred: Temp hack to get sky working
Shader: upload methods should be static
Split lights into static and volatile parts
Uploaded directional light works
Looping through the directional lights