Found out that CrosseyedWebGLRenderer probably wouldn't work for target-less cameras.
Something weird going on with `webgl_scene_test.html` and `webgl_scene_test_blender.html`. For some reason cubes dissapear.
Hopefully this fixes several problems:
- ambient component not modulated by scene ambient light
- specular component not getting light colors
- unnecessary opacity use in lighting calculations
- unnecessary vertex shader light computation for Phong
- unnecessary use of one varying in Phong
build/Three.js - Includes all renderers + extras
build/custom/ThreeCanvas.js - Canvas renderer only
build/custom/ThreeDOM.js - DOM renderer only
build/custom/ThreeSVG.js - SVG renderer only
build/custom/ThreeWebGL.js - WebGL renderer only
build/custom/ThreeExtras.js - Extras only
Moved `THREE.Detector.js` to `examples/js/Detector.js`.
Updated examples to reflect these changes.