GRIM: Pass normals to shaders [OpenGLS]
fixup! ANDROID: implement z-buffer drawing
GRAPHICS: Shader::setUniform for Vector4d
GRIM: First stab at shading [OpenGLS]
GRIM: Use per-vertex normals [OpenGLS]
GRIM: Skip disabled lights [OpenGLS]
ANDROID: remove calls to continue in shaders for better performance

Some devices (like Samsung Galaxy S Plus) seem to handle calls to
"continue" wrongly. The framerate is bad (5fps instead of 20fps) and the
rendering is incorrect (light is way to bright so that manny is almost
white). Removing the continue call fixes this.