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 terrainToParticles_57

Conflicts:
	src/particleemitter.h
	src/ui/manipulator.cpp
Merge branch 'master' into terrainToParticles_57

Conflicts:
	src/particleemitter.cpp
	src/particleemitter.h
minor fixes #57
Merge branch 'water_rendering_30' into terrainToParticles_57

Conflicts:
	src/particleemitter.cpp
	src/particleemitter.h
some changes on the architecture #57
change CameraEx to allow switch between orthographic/perspective projection #57
fix shader reload, maintaining the shared shaders in the World #87

- creating only one glow::Shader instance per shared shader file
- the World is now is a singleton (seems reasonable), so that it's easier accessed from classes the need the lighting/ shared shaders
adopt cgsee's phong lighting to fit better with elemate's needs #87

- sunlight without direction
- phongLighting glsl function only takes parameters for current position/normal/material and secondary light source
some more shared shaders #87
fix #87, early bailing in shadow mapping

- wrong output values for fully in the shadow/light
- add early bail sample in the center of the testing area
generalize shadow and terrain drawing #57

- draw lightmap renamed to shadow map
- list elements to render in the terrain draw calls
Merge branch 'water_rendering_30' into terrainToParticles_57
Merge branch 'shadingIssues_87' into terrainToParticles_57

Conflicts:
	src/hand.cpp
	src/rendering/particlewaterstep.cpp
	src/rendering/renderer.cpp
	src/rendering/shadowmappingstep.cpp
	src/terrain/terrainshadows.cpp
	src/world.cpp
	src/world.h
replace glowutils::Camera with CameraEx in all classes, making it easier to choose the projection type as needed #57

I need this do be able to call Terrain::drawDepthMap with a projective and orthographic Camera. It's not possible/elegant to handle this with a Camera pointer, because the class is not really polymorphic (missing virtual declarations in projection() etc).
render water terrain together with water particles, faking the transformation =) #57
minor fixes #57
different depth map shaders for linearization of projective depth values / pass-through after orthographic projection #57
remove testing code #57