split render passes
On branch development
Your branch is up-to-date with 'github/development'.

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	modified:   src/Yage.hs
	modified:   src/Yage/Camera.hs
	modified:   src/Yage/Light.hs
	modified:   src/Yage/Material.hs
	modified:   src/Yage/Pipeline/Deferred.hs
	new file:   src/Yage/Pipeline/Deferred/Common.hs
	new file:   src/Yage/Pipeline/Deferred/GeometryPass.hs
	deleted:    src/Yage/Pipeline/Deferred/Light.hs
	new file:   src/Yage/Pipeline/Deferred/LightPass.hs
	modified:   src/Yage/Pipeline/Deferred/ResourceLoader.hs
	new file:   src/Yage/Pipeline/Deferred/ScreenPass.hs
	new file:   src/Yage/Pipeline/Deferred/SkyPass.hs
	deleted:    src/Yage/Pipeline/Deferred/Spec.hs
	modified:   src/Yage/Resources.hs
	modified:   src/Yage/Scene.hs
	modified:   src/Yage/Uniforms.hs
	modified:   yage.cabal
adopt new mesh construction
On branch development
Your branch is ahead of 'github/development' by 1 commit.
  (use "git push" to publish your local commits)

Changes to be committed:
  (use "git reset HEAD <file>..." to unstage)

	modified:   src/Yage/Font/TextBuffer.hs
	modified:   src/Yage/Pipeline/Deferred/LightPass.hs
	modified:   src/Yage/Pipeline/Deferred/ResourceLoader.hs
	modified:   src/Yage/Pipeline/Deferred/ScreenPass.hs
	modified:   src/Yage/Resources.hs
	modified:   src/Yage/Scene.hs