[engine]License
[engine][gles] Adds basic shader class. Compiles, links and uses a shader. To be used in all instances of GLES blit methods.
[engine][gles] Adds 2 simple shaders, and string definitions for uniform and attribute names
[engine][gles]Fixes program not deleted when shader is destroyed
[engine][gles]Fixes program object and basic vertex uniform colour shader. Adds renderMacros utilities
[engine][gles]Deletes shaders after attaching to program. This invalidates them and will deallocate them when no longer used by any program.
[engine][gles]Removed colour from point vertex attribute. Will be passed as a uniform.
[ios]Solve code signing issues from Xcode. Minimum deployment target iOS 6.0
[engine][gles]Correct attribute type to be vec3.
Adds uniform and attribute API to shader object. Check GL error macros
First version of primitive rendering with same shader program. Not optimized, nor final architecture for default shaders and vertex buffer objects reuse
Remove unnecessary comments
Barebones shader manager
Moves shader programs storage to shaderManager. Uses API in shader manager to get program for a render operation
Refactor repeated shader setup code
[gles] Uniform introspection, extraction to a standalone object for reusable API usage
[gles] Adds API to set single uniform values.
[gles] Adds shader to render primitives with per-vertex color. Refactors GL calls
[gles] Changes data type for per-vertex color to unsigned byte
[gles] Adds rendering lines and circles for collisions and grids