Correct all fragment shaders to use gl_FragColor instead of some arb out variable
Add normal map reading and rendering
Rework the rendering framework for deferred rendering
Move the geometry render target specification to camera initialization
Update PointLight to run on deferred lighting
Setup initial shaders for deferred rendering
Give camera an ambient light, not just an ambient alpha
Corrected references to new shader names
Make lights consider alpha as intensity at the base level
Update the Canvas shader to fit into deferred rendering
Add an extra case for when there are no lights, just render the sprites as-is
Cleaned up the lighting use condition
Fix the logging properties path not always being valid
Update Directional Light to work with deferred shading
Update the spotlight vertex shader for deferred shading
Render correctly without a normal map
Add a flag to denote whether or not the normal map should be written to when rendering an object
Add a background to the point light test so that there is always something to light
Add a uniform for the screen resolution
Update NonAttenuating light shader for deferred shading