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...