title: How to use Deferred Lighting in Three.js
body: <p>A current Three.js application I am developing requires a lot of independent lights and so would benefit from a deferred lighting renderer.</p>
  
  <p>Resources I have so far read on this suggest using <strong>WebGLDeferredRenderer</strong>, however when I define a renderer object as they suggest:</p>
  
  <pre><code>var renderer = new THREE.WebGLDeferredRenderer({
  width: window.innerWidth,
  height: window.innerHeight,
  scale: 1, antialias: true,
  tonemapping: THREE.FilmicOperator, brightness: 2.5 });
  </code></pre>
  
  <p>and call the renderer as follows to draw the scene:</p>
  
  <pre><code>renderer.render( scene, camera );
  </code></pre>
  
  <p>I get a blank screen, whereas if I use the standard WebGL renderer my scene is correctly rendered.</p>
  
  <pre><code> renderer = new THREE.WebGLRenderer( { antialias: true } );
  </code></pre>
  
  <p>I can't seem to find a suitable example of implamenting deferred lighting in three.js.  Am I missing a library?  I only have <strong>three.js</strong> linked. perhaps this requires an additional library?</p>
  
  <p>In my clone of three.js I can't find a copy of <strong>WebGLDeferredRenderer.js</strong>.</p>