Fixed an issue where shadowZFadeLenght was not working with the DirectionalLightShadowRenderer
Fixed initialization issues in ChaseCameraAppState
Better spotlight vs frustum intersection check and with a testcase
fixed typo in MAterialDebugAppState
Introduced light culling when rendering shadow maps for all light types. When a light is out of the frustum, the shadow maps are not rendered anymore.
Also implemented proper Zextend and ZFade for al Light type allowing to cap the shadow distance and to smoothly fade shadows in and out