Initial creation of erasureFragShader.glsl.
Refactored depth queue size to static final in Renderer.
Switched to STREAM_DRAW in MemoryManager.
Added validation handler support to GLProgram.
Cleanup.
Added GLShader.setSourceToResource()
Monadized GLProgram.
Migrated fog and lighting to intrinsicCodeTexel in
deferredFragShader.glsl.
Reorganized shader linking and setup.