Support double precision floating point immediates.
Added exp test shader and got it compiling.

Added vs5\exp test shader.
TranslateVariableName now performs int/uint casting.
Declaring a user-defined output will now make use of the
aiOutputDeclared array to keep track of what registers have been
declared and avoid duplicate declarations.
Decode F32TOF16, F16TOF32 and RCP opcodes.
Implement reciprocal opcode.
Update README file with more detailed information.
Update README
Very basic DX9 bytecode support.
Merge branch 'master' of https://github.com/James-Jones/HLSLCrossCompiler
Update README

Made a note that dx9 bytecode is being worked on.
Implemented constant declarations for dx9 bytecode.
Wrong tokens used when decoding declarations for dx9 bytecode.
Declare number of temps used (dx9 bytecode)
Added SM2 instancing shader and got it nearly compiling.

DX9 bytecode changes:
-Partial support for relative addressing
-Fix conversion of pre-SM4 sincos to SM4 sincos.
-MOVA now using floor instead of round because round is not available on
all GLSL versions. This change may need revisiting, forcing a min
requirement of GLSL 130/GLSL ES 300 to support this instruction.
-Swizzle for src operands
-Write mask for dest operands.
Add GLSL 4.40 as a target language
tests\vs2\VS_ShaderInstancing.o now compiles

Add terminating RET to end of dx9 shaders.
Use OPERAND_4_COMPONENT_SELECT_1_MODE for replicated swizzles -
previously could end up with code like Temp2.x = Temp1.zzzz +
Temp1.yyyy;
Special outputs for dx9. Constant buffer static indexing fix.

DX9 bytecode has more special outputs which need their own namespaces.
Outputs are implicitly available; declare them upfront in GLSL shader.
Fixed static-indexing into a constant buffer.
Added a SM2 shader which writes a point size.
Basic texture sampling for dx9 shaders.
Check for empty constant buffer.

No longer generate invalid GlobalsVS[0] declaration when compiling
vs2\mov test.
Remove gl_Position when compiling dx9 pixel shaders.
Dx9 pixel shader inputs were attributes instead of varyings