Improved stock shader library to be more modular and reducing duplicate shader code.
Added support for user #defines for color and alpha modulation of all fragment shaders in stock shader library.
Added support for user #define of VERTEX_COLOR on colored and colored-unlit shaders instead of user defined u_baseColor.
Added support for user #defines for TEXTURE_REPEAT and TEXTURE_OFFSET on bumped, textured, textured-unlit shaders.
Added support for #include for GLSL files.
Changed Effect::createEffect(...., const char* defines) to not required users adding #define for each definition and only semi-colin delimited like the material files take.
Added renderState blendSrc and blendDst to match the RenderState methods names. Left support for old srcBlend and dstBlend when reading for compat.
Changed samples to use blendSrc and blendDst in renderState sections.
Changed samples to completely use stock shader library.
Changed deployment descriptors to include new shader library files.
Updated xcode projects for changes from shader library improvements
Updated the template game for changes to Game interface for long->float elapsed time on update and render methods.
Initial changes to CHANGES.md for gameplay  v1.4.0
Merge pull request #493 from blackberry-gaming/next-setaylor

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Update next
Fixed bug where MOUSE_PRESS_RIGHT_BUTTON was never sent in windows.
Merge pull request #494 from blackberry-gaming/next-dgough

Next dgough
Moved lighting uniforms into lib/lighting.fsh.
Added support to textured-unlit.fsh for A8 light map textures for dual texturing.
Fix mistake in colored.fsh for u_modulateAlpha.
Added proper files for shaders/lib/* to gameplay.vcxproj and gameplay.vcxproj.filters.
Merge pull request #495 from blackberry-gaming/next-setaylor

Next setaylor
Fixed shader library for bumped shaders.
Merge pull request #496 from blackberry-gaming/next-setaylor

Next setaylor
Changed gameplay encoder:
- Added "-g" argument. It groups animations just like "-groupAnimations"
- Removed "-dae" from the usage message. It is still usable for debugging but users don't need to use it or know about it.
Fixed bug in RenderState where it was assuming the default blend function was ONE,ONE, instead of ONE,ZERO.
Adds Gamepad class to gameplay.
Stores Gamepad objects in Game.
Adds Gamepad* createGamepad(const char* gamepadFormPath) to Game.
Adds Gamepad* getGamepad(unsigned int playerIndex=0) to Game.
Adds void gamepadEvent(Gamepad::GamepadEvent evt, Gamepad* gamepad, unsigned int index) event callback to Game.
Adds const char* getType() on Control and has each child of Control implement the function, returning the name of the class as a string in camel-casing.
Adds concept of contact index at the Control level. This allows for more than one Control to be active/in focus at once. Had to refactor some Control's touchEvents to handle this. Setting the contactIndex on a TOUCH_PRESS event, and then resetting it to INVALID_CONTACT_INDEX on TOUCH_RELEASE.
Fixes memory leak in FrameBuffer.
Code cleanup, removes some warnings.
Merge branch 'next' of https://github.com/blackberry-gaming/GamePlay into next-kcunney

Conflicts:
	gameplay/src/Control.cpp
Merge pull request #497 from blackberry-gaming/next-kcunney

Adds Gamepad support to Gameplay.
Changed the encoder to prompt the user for the font size if it wasn't specified.
Fixed the encoder so that you can set the output file path of the font gpb.
Merge pull request #498 from blackberry-gaming/next-dgough

Next dgough
Changed from .vsh to .vert and .fsh to .frag to be more commonly used and work better in syntax highlighting in GLSL editors.
Moved all attributes, uniforms and varyings within shaders so users can see the required input easier