Shader addon wasn't setting the right matrix uniform for HLSL.
Move ALLEGRO_MAX_USER_ATTRIBUTES to aintern_display.h so the d3d code can also use it
Implemented the custom vertex attributes for D3D/HLSL.
Remove the vsa.exe dependency from nshader.cpp.

vsa.exe was used to assembly the vertex shader assembly into binary. This program has been removed from DirectX SDKs for awhile now, so this was a pain. I replaced the vsa.exe calls with fxc.exe calls which accomplish a similar purpose. I note that the shaders generated using this new method are larger than the old ones. I am not sure why that is, but they seem to run ok.
A minor revamp of the HLSL default shader system in the primitives addon.

Changes include:

Always use texcoord1 for the color and texcoord0 for the texture coordinates. This makes writing shaders a bit less error prone.

Move the generated shaders into precompiled_shaders.inc to follow the lead of other such files in Allegro.
Revert a spurious color change