DEFERRED_SHADING_DEMO: Use a brighter diffuse directional light
DEFERRED_SHADING_DEMO: Enable blending for text rendering
COMMON: Let the Alpha channel of the Material Ambient term represent whether to include specular light
COMMON: Remove all OnResize logic from GraphicsManagerBase

And move it to the child implimentations. For the beginning it was handy to let Base
handle the more general changes, but now with more sophistocated examples
I need access to the objects it's changing.
DEFERRED_SHADING_DEMO: Don't Repeat Yourself refactoring
COMMON: Allow LoadVertexShader to not create a vertex input layout

For shaders that will use the same layout
PROJECT: Add GDI+
COMMON: Create helper define to get the optimal size of a cBuffer
COMMON: Undefine windows min/max

They are un-optimized. Instead use std in <algorithm>
COMMON: Create define for asserting with a message
COMMON: Add wchar typedef
COMMON: Add modified versions of MJP's Sprite/Font Rendering classes
COMMON: Comment out GdiplusShutdown

It's throwing exceptions for some reason, complaining about access
DEFERRED_RENDERING_DEMO: Set the SamplerState in the application instead of hard coding it in the shader

The DirectX debug runtime was complaining that a sampler state wasn't set. While hard coding worked,
in the future we'll want to set it in the application, so this silenced the warning and opens up new opportunities
DEFERRED_SHADING_DEMO: Copy compiled sprite shader files into OutDir
DEFERRED_SHADING_DEMO: Convert text rendering to new SpriteRenderer
DEFERRED_SHADING_DEMO: Move main render pass and hud pass into their own functions
COMMON: Add DeviceState helper classes from MJP's framework
DEFERRED_SHADING_DEMO: Convert State usage to Device State classes