- Replace gl_FragColor with gl_FragData[0] for GLSL pixel shader output.
- Subtract 1 more constant from total GLSL allowed float constants to
accommodate the PROJECTION matrix row that we reference.
- move DEF, DEFI, DEFB handling into the register counting pass
- keep track of defined constants as a linked list (because there's a
few of them)
- apply immediate constants after global constants in the constant
loading function
- both types of constants now get loaded with array notation in the
shader (into the same array)
- Separate the declaration phase of the shader string generator into
the arb and glsl specific files.
- Add declarations and recognition for application-sent constant
integers and booleans (locally defined ones will follow).
- Standardize capitilization of pixel/vertex specific variable names.
- Moves GLSL constant loading code into glsl_shader.c and out of the
over-populated drawprim.c.
- Creates a new file named arb_program_shader.c which will hold code
specific to ARB_vertex_program & ARB_fragment_program.
- Remove the constant loading calls from drawprim.c