Compile fix for my recent commit.
Fix for light propagation in issue #635
Adds some rendering and overall related fixes and tweaks. Also merges the MaterialShader and the ShaderProgram classes to the new GLSL Shader Program class.

* Removes Material Shader class and adds new, omnipotent GLSL Shader Program class
* Adds some new helper methods to the GLSL Shader Program class
* Overhauls how available shader permutations are defined (the shader source code is now analyzed for the available feature defines)
* Changes that the mesh and skeleton renderer uses shader parameters to set the camera matrices from now on to speed things up (batch rendering has to be ported though)
* Renames genericMesh shader to genericMeshMaterial
* Fixes that ladders were neither translucent nor double sided
* Adds overlay and first person rendering to the default rendering process chain - blocks carried in the hand will always be rendered using alpha test and not alpha blend to avoid ordering artifacts
* Adds that blocks and items in the hand of the player get affected by deferred lighting
* Unifies block light lighting calculations in the shaders and on engine side (dropped blocks should now be more or less share their light intensity with chunk blocks)
* Adds some cleanups and tweaks to the crafting system
* Fixes that the crafting grid did not use up the full size of one block (one third was approximated with 0.3 instead of something like (0.33333333)
* Tweaks how the crafting grid looks (removes alpha blend selection box and replaces it with a AABB that become thicker when selected)
* Adds helper method for specifying active render targets for a given FBO to the default rendering process
* Removes shader parameter class for generic meshes (not used by the material system)
* Cleans up many of the available shader (especially those which are related to the material system)
* Fixes that glass blocks were not rendered as double sided
* Adjusts default and default textured shaders to work with deferred render path
* Deletes unnecessary shader meta data files for shaders which are not used as materials
* I'm sure there are some other things I've forgot to mention here...
Changes that the uri is used as a title for asset based shader programs.
Adds support for color grading and adds some other rendering related tweaks.

* Adds support for color grading via a color grading lut (just out that lut in the graphics application of your choice together with a screenshot of the application and start tweaking away - don't forget to store the lookup table afterwards)
* Adds support for loading cubic 3d textures (currently loaded from a 2D texture atlas)
* Adds two sample color grading LUTs and makes the first one the default one for the scene
* Renames some of the textures in the texture folder two conform with our naming conventions
* Reduces the opacity of the outline but increases the density of outlines generated for blocks - makes the scene look nice and crisp without being overly annoying
* Tweaks explosion particle effect
* Removes some unnecessary OGL calls and adds some other minor cleanups
Adds missing files. Ouch.
Adds simple chromatic aberration post processing effect (currently undefined because two additional texture lookups).
Adds missing space in world renderer debug string.
First version of moving minions along a path