Uniform block sizes now match across shader types.

Unused members of constant buffers now appear in the GLSL shaders.
Prevents a uniform block having different sizes across stages (vertex,
pixel etc.).
Make $Global cbuffer per-stage even when using ubo.

Doing so allows shader mix-and-match behaviour (i.e. non effect/.fx
shaders where the global cbuffer might differ).
Remap from binding-point to cbuffer array.

In a shader with a single cbuffer and no $Global cbuffer, the cbuffer
can start at slot 1 rather than 0 (As if 0 was reserved for non-existent
$Global). Previously walked off the end of
psShaderInfo->psConstantBuffers inside GetConstantBufferFromBindingPoint
for tests\ps4\fxaa
Changed LambertLit test so it can use uniform buffer objects.