Update camera.js

Done now, still had a the U[0], U[1], U[1] instead of U[0], U[1], U[2]. Fixed it.
Update shaders.js

Added uniform variables and made adjustment so omni light works better. Brighter like it should be. Spot light still needs work.
Update renderable.js - passed uniform vars to shaders

and deleted a few extraneous comments, code
Added dropdown for switching lighting

Also passed lookAt from camera to renderable. This may or may not be useful for spot lighting...
Fixed bug with camera.truck...appeared to be a typo, but it caused the object to disippear off the screen, so it had to go!
Changed the keyboard mapping to double FPS controls.
Added a key layout map to the html page
Rearranged the HTML a little.
BUT WAIT. THERE'S MORE!
I added a Demo mode!
	Leave the box unchecked, and you get your regular 600x400 canvas.
	Check the box though, and things go all big! 80% of the window in box directions!
	HTML5 Local storage is used to "remember" your choice, so if we have to refresh during the demo, it reloads with the mode you selected before.
Important Note: I don't know how powerful the machine in the class room is, so demo mode might cause it to start smoking, so we might have to revert back to smaller mode to get it to run smoothly.
Added the 'Crytek' option to the model dropdown as requested by the professor.
Updated shades. We have a spotlight!
Renderable now passes material properties to shader
Shaders now use uniform variables for material properties

Removed the use of constant material properties
Added a slider to modify the Spotlight radius on the fly.

Important Note: Sliders return values instantaneously on change in Webkit browsers. Firefox on the other hand waits for you to let go of the slider.