Modified shaders so that normals are stored in texture and not calculated per vertex

-Implemented fresnel reflections on the water
-Touched up the caustics
-Changed a few defaults
-Eliminated one of the water shaders
Updated shaders to store normals in the textures

-Stores normals in textures instead of needed to recalculate every
vertex
-Per pixel normal mapping
-Removed one of the water shaders
-Implemented fresnel reflections
-Updated caustics so it blends based on depth