Add in GLSL setting again.

PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
Merge branch 'master' of https://code.google.com/p/dolphin-emu into GLSL-master
Now CG plays nice with this new stuff.
meh
Compile
mah
moe
More stuff
This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
Almost there.
This lets us see stuff with GLSL shaders. Just need to take care of some compile errors now.
Shader Compile fixes. Played SMS for two shines.
Missed one
Missed a spot. Most games work now, Still have a problem with viewtiful joe. Destination Alpha pass doesn't work yet, going to use Dual source blending on that.
Welp, just fixed that problem.
Add support for GL_ARB_shading_language_420pack so we don't have to binding sampler locations. Also add support for GL_ARB_separate_shader_objects which doesn't currently work for some reason....investigating.
Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
Playing through SSBM story made me find this.
Support Dual Source Blending in OGL plugin with GLSL.
Few compiler errors that got exposed once I got Dual Source Blending working. Seems it isn't working quite 100% either. Good chance I missed something anyway.