check for duplication to avoid defining a second input
Merge branch 'deferred_shading' of https://github.com/andr3wmac/Torque3D into deferred_shading
detail map propagation
atlas texturing (packing several smaller UV sets onto one larger one. Only system I'm certain uses that is decals...
conforms U32 ProcessedPrePassMaterial::getNumStages() to standard pass methodologies, instead of forcing it to purely pass 1.
Merge pull request #30 from Azaezel/deferred_shading

check for duplication to avoid defining a second input
Merge pull request #31 from rextimmy/deferred_shading

 - Fix to allow parallax mapping for dxt5nm using the red channel.
Vector lights added to translucency.
never actually used by anything, and generating false-positives in the research.
turncation warning cleanup:
   float specularOut  - specified the r chanel since earlier we set all  specularColor values to the same (alternatively, could just down the whole thing to a single float. your call)
   lightColor += ambient.rgb; ambient is defined as a float4, so we need to specify.
 vectorlightP - need to multiply a float4 by a float4 or she gets confused, thus:
  float3 worldNormal = normalize(mul(eyeMat, float4(normal,1.0))).xyz;
same basic principle for
      addToResult = lightColor * float4( fLT, 0.0);
fLT is an F3, so tacking on an extra value there matches it to the lightColor  F4, whereas taking a 0 on lightColor would make that an F5
more cubemap cruft cleanup
Merge pull request #32 from Azaezel/deferred_shading

never actually used by anything, and generating false-positives in the r...