phase 3: Lighting Shader Revisions

Script:
by and large, Opengl branch compatibility alterations, though do again note the inclusion of
   sampler["lightBuffer"] = "#lightinfo";
   sampler["colorBuffer"] = "#color";
   sampler["matInfoBuffer"] = "#matinfo";

and
   samplerNames[5] = "$lightBuffer";
   samplerNames[6] = "$colorBuffer";
   samplerNames[7] = "$matInfoBuffer";
entries. This is where the engine knows to pass along a given rendertarget for input into a predefined shader, as opposed to the prior phase's output to targets within procedural ones.

Shader:
the XXXLight.hlsl/glsls account for alterations in inputs, check for emissive and translucency, apply Felix's Normal Mapped Ambient. and pass the results along to  AL_DeferredOutput for final computation before returning the result.
the lighting.hlsl/.glsl consissts of removal of the overridden engine-specific phong specular variant, and defines the  AL_DeferredOutput  method, which equates to the previously used pixspecular feature defined along the lines of
http://books.google.com/books?id=GY-AAwAAQBAJ&pg=PA112&lpg=PA112&dq=blinn+phong+specular+gloss+hlsl&source=bl&ots=q9SKJkmWHB&sig=uLIHX10Zul0X0LL2ehSMq7IFBIM&hl=en&sa=X&ei=DbcsVPeWEdW1yASDy4LYDw&ved=0CB4Q6AEwAA#v=onepage&q=gloss%20&f=false

also includes visualizers

Long term impact: This area, along with the \game\shaders\common\lighting\advanced\lightingUtils.hlsl/.glsl pair will be where we plug in properly attenuated Cook-Torrence later, presuming the impact is not to hefty.