Added sea of arbitrary size
Tessellated the sea a bit
Merge branch 'master' into water
Implemented Perlin Noise.
Create 2D noise texture in seanode.
Merge super-scenegraph into waterstuff.

Conflicts:
	SceneGraph/seanode.cpp
	SceneGraph/seanode.h
Added water geometry vertex shader to sample a 2D noise tex.
Pass the 2D noise texture to the shader and render (?)
Now use a 3D noise texture.
Pass some sort of time to the water shader.
Merge master with game logic from Wischi.
Changed tick frequency, and also water periodicity.
Removed some time artifacts on the water.
Make own frag shader for water. Added noise on the color.
Added time variant bright and dark highlights to the water.
Removed caustic texture in seanode.
Make water highlights dependent on the *world* position.
Removed many warnings.
Correct normals on the sea
Merge branch 'master' into water

Conflicts:
	GLWidget/glwidgetcontext.cpp
	shaders/DS_geometryPass.frag