Added local lights to avatar. Added haze to voxel.

Initial test values for haze distance and color, as well as light direction and color.
Well, by "automatically transformed to camera space," it uses the modelview matrix when glLight is called.  There are two ways to get the light uniforms into the right space (without performing the transformation in the vertex shader): you could change the modelview matrix before calling glLight (glPushMatrix, glRotate/glTranslate with model rotation/translation, glLight, glPopMatrix), or (easier in this case) you could transform the direction/position you pass to glLight.  In this case, for a directional light, I assume you can just rotate by the avatar rotation.