Working visual identification as to which vertex shader is being used for what by replacing the pixel shader with a red pixel shader when selected vertex shader (by hash) is being used. Currently only cycles through hashes in one direction. Bi-directional cycling next.
Changed nextshader function to include hash as return value
cycling through shaders in both directions. Isn't showing everything and occasionally crashes in hl2.  Able to identify most of the hud in borderlands
Uninitialized ptr.
Initial method signatures for capturing smaller subsets of vshaders.
Removed test profile
Unneeded checks removed.
Some comments that are no longer relevant removed.
Capture of active shaders between start and end capture key presses. Closes #41
Fixed crash in Source while cycling shaders (unchecked NULL pointer if there wasn't a pixel shader to use after switching off the red shader.)
Dumping of render targets, texture render targets and depth stencils to csv file.
Recording of cubetexture RT parameters.
Identifing textures being used as input to shader which draws shadows in l4d.
Added missing IsStereo checks before switchsides for colourfill and clear.
nothing
Merge branch 'master' into vertexShaderIdentification#14
Experimenting with new matrix adjustments. Trying to fix fullscreen effect problem with the ball. Ignoring ortho projected models on shader 203008268 seems to do the trick.
Separating The Ball rules from general unreal rules. Updated both theball.xml and unreal.xml.
Tweaking theball.xml rules some more.
Making sure red pixel shader is correctly applied when set.
Output that datagathering is active. Remove unused rule from theball.xml
Adds toggle to check for objects drawn without a vertex shader.
Removing mode 11 from profiles in preparation for merge.
Made ignore ortho the default for unreal.xml. Will need exceptions for HUD elements.
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