This is an optimization / cleanup commit.
The use of a global ubo remove lots of uniform lookups and only transfert data when needed.
Lots of renaming for more consistent codestyle.
The system now uses several 3D textures in order to decouple every steps of the volumetric rendering.
See https://www.ea.com/frostbite/news/physically-based-unified-volumetric-rendering-in-frostbite for more details.
On the technical side, instead of using a compute shader to populate the 3D textures we use layered rendering with a geometry shader to render 1 fullscreen triangle per 3D texture slice.