Optimization: noperspective precalculation of screen location in
deferredFragShader.glsl
Optimization: noperspective precalculation of screen location in
depthQueueFragShader and vertexShader.
Cleanup: Abbreviate superfluous vec3 literal from vertexShader.glsl.
Bugfix: Unblocked GL task could result in race condition and bad
textures in Texture.
Added concurrency to TerrainSystem. It's still slow.
Implemented spinning fan behavior.