Things to correct / update

---- Utility ----
- PBR -
  - Make POM physically accurate / real
  - Make pixel edges of POM have edge normals
    * or *
  - Make pixel surfaces bend based on normal map
  - Make Normalmap strength dependant of the parallax depth, even if not on (since if we imagine it 3D that would be physically accurate)
  - Re-add Integrated PBR by making custom textures and writing to them depending on mode

- Raytracing -
  - Correct texture locked lighting (originally called pixel locked)
  - Sample lightning bolts
  - Max distances stuffs
    - blend distances, like a slightly rough should use the specular more than the rough distance
  - Start by multiplying random samples by the BRDF until you can get derived importance sampled functions
  - Make DOF an actual affect by using a focal length in camera settings
  - Ignore light coloring (PixColor += Light) if not a specular path
  -? Fix celestial bodies not rendering

---- Composite ----
- Composite1.fsh -
  -? Fix Render
  - Cloud Shadows (Part of volumes in reflections)
  - Correct SSS for volumes (? probably going to be difficult)

- Composite3.fsh -
  - Anti-Aliasing