Deffered shading without culling

Multi-light in deffered shading is implemented. But with no stencil culling (this will be for a next time).
Now you can add light with the following command.

auto key = getInstance<AGE::Threads::Prepare>()->addPointLight();
getInstance<AGE::Threads::Prepare>()->setPointLight(position, color, range, key);

(the range is a vec3 use to determine the attenuation of light with the following function : x + y * distance + z * z * distance.)

you can also use directly the component PointLight for abstract the code shows above.

exemple :
 
addComponent<Component::PointLight>(createEntity())->set(postion, color, range);

Note : you can created all number of lights you wants :)