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
Some renaming that i missed the first time
Non-compiling. Changed transform - view and projection to handle l/r/c
Still Non-compiling. Changes to side switching to allow for center position
setrenbdertarget changes for l/r/c
setrendertarget, more changes for stereo vs mono
setdepthstencil, more changes for stereo vs mono
StateBlock update for c/l/r
Yet more changes to allow for center. Shader constant Registers
Tiny typo.
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.