fix MaterielConverter to avoid copy null value
LBuffer only accumulted lights, Pass4Shade combine LBuffer + ao + material + albedo (need clean and optimization)
Samples : refactor to define scene via AppStates and common setup into Main
add a Sample02 based on DMonkey PhysicalLighting
gbuffer.j3md : rename Albedo to Color (to be coherent with Unshaded and future PBR)
samples: disable post-effects
fix: typo in rename Albedo -> Color
remove Albedo, AO from LBuffer generation
Allow to mix forward rendering (material Unshaded,...) with deferred
- add a MaterialCustom to not display Material without Default Technique used by forward rendering (may be a better solution would be to used another viewport with an other sceneRoot, that should easy culling stuff and more clearly separate flow, or better : custom bucket)
- fix a bug : global light can't be culled
- Sample02: bind keyboard F2 to toggle "debug bullet"
- Sample02: fix location of particle on the node
- Sample (Main): use a flyby cam