Fix uvec4 swizzle
Vector splitting optimizations
Fix uint printout on ES2 and old desktop GLSL
Vector splitting only done for loop inductors on ES shaders before vectorization (to make WebGL happy), and afterwards again but then only for vectors that have unused components. Also updated tests to pass.
Merge pull request #64 from strandborg/strandborg/glslfixes

Strandborg/glslfixes
mac: update xcode project
docs: update changelog
Merge remote-tracking branch 'upstream/master'