Fix many issues with UE3 shader conversion

-Fix array access, vc1[vt1.xxxx] instead of vc[vt1.x+1]
-Fix local matrix. 4 consequents registry need to be reserved for this
operation. Also, do not allow temp registry to be share between
different matrix. So basically with 8 temp registry you’re pretty stuck
with a maximum of 2 matrix. It would require more work to support
registry sharing.
-Add a VS2010 solution and project
-Fix the m33 operation requiring 3x4 Matrix
-Fix the order in which matrix-vector operation were processed
-Agal forces the nrm operation to be on temporary variable, and some
code normalized constant. A temp was created for that.