Auto Deferred Shader

One object can have one color, one normal and one height-gloss-glow-cutout texture, one object should probably also be one egg/bam file, but I think it should be possible to parse a multi-object model and set the inputs on each sub node.
The root of the problem is the way panda sets texture inputs, there’s no way to know if p3d_texture1 is a color, normal, or some special map in the shader.