instead of storing two counters for point and spot lights, we now
only have a single counter for both, and the light data structure
has a type, the shader can use to decide what to do -- instead of
using two loops. In practice spot and point light code is very similar
anyways.
This simplify a lot the CPU side (as in make it less complex) and frees
up 8-bits in the per-froxel GPU data structure.