add horizontal bluring
merge master into branch
add depth blurring step, generalize post processes inside the water particle rendering #30
add bluring with a bug #30
add diffuse light + simple specular light #30
merged master #30
Merge branch 'master' into water_rendering_30
add binoial coeff calculation #30
Merge branch 'water_rendering_30' of http://github.com/lanice/elemate into water_rendering_30
linearize water depth values, use scene+hand depth in flush shader #30
hack particle emitter to modify the terrain where it creates particles #57
change terrain interactor interface to work on specific material, not layer #57
Merge branch 'master' into water_rendering_30

Conflicts:
	src/rendering/renderer.h
use physx particle size in water shader #30
Merge branch 'master' into terrainToParticles_57

Conflicts:
	src/particleemitter.h
	src/ui/manipulator.cpp
depth of the particles includes hand + shadow + scene elements
correct spheres, wrong depths
calculations in view space, correct depth values
normals now really correct + better water color
add preprocessed binomial coefficients as uniforms for shader #30