Can set mesh attributes from outside now
ShaderComposerFactory in separate file, renamed MaterialShaderComposer to URNShaderComposer
Extended ShaderComposerFactory to create JSShaderComposer
Renamed file shadercomposer to urnshadercomposer
Added JSShaderComposer and JSShaderClosure
Moved composers and composerfactory to separate folder
Introduced AbstractShaderComposer
Put JSShaderClosure into separate file
The commit that brakes everything.

Trying to restructure:
- shader composer
- shader closure
- mesh closure
- glmesh
- renderobject
All this to correctly integrate the new vsRequest for generated vertex shader code.
The commit that fixes everthing. Almost.

Finished restructing of render object, shader composer, shader closure etc.
URN based shader still support, but without vertex shader integration.
New structure allows for shade.js integration, which will be next task.

Tests run through successfully with the exception of one test (that probably needs to be changed/removed).
More fixes, use VsRequest/VsResult for Shade.js shaders.
Several fixes for shade.js + Xflow vertex shader. First tests working!
Improved handling of errors when updating meshes.
Changed handling of uniform values in gl rendering.
Some fixes for shade.js
Added initial support for shade.js BRDFs.
Fix in spot light implemention in URN shader: Direction was interpreted incorrectly.
Support specification of direction and position in lightshader (again).
Implemented support for spot lights and directional lights in shade.js shadern.
Shade.js intergration: Global system configuration in a separate file