* Pass perspective distortion parameters as uniforms
* Set all perspective bias parameters via ShadowRenderer
* Recalibrate perspective distortion and shadow range to render less shadow geometry with the same quality and observed shadow distance
Fragment color for nodes is now calculated from:
* Texture color, highlighted by artificial light if present (light color conveyed via vertex color).
* Texture color highlighted by natural light (conveyed via vertex color) filtered by shadow.
* Reflected day/moonlight filtered by shadow (color and intensity), assuming some portion of the light is directly reflected from the materials.