First pass at QuadLinear interpolation via shader

I believe there could be merit in revisiting the effectively 4D texture
idea from before - it just (ha!) requires a custom shader to do it.
Entities don't render right in sunlight and there are definitely
frequent visual glitches, but I was able to get rid of the banding
problem :)
Overall, this approach has the potential to give us much finer control
over the blending of blocklight and sunlight, if nothing else to closer
mimic the mess that is vanilla lighting.
It's entirely possible some nuance will come along and make this
infeasible, but I'll probably be hanging out on this branch for a bit to
see if this can go anywhere.
Merge branch '1.7.10' into TextureRefactorAttempt
Fixed entity lighting :D

Also added sunColor field to World, so different Worlds could in
principle have non-white suns. Demo of current functionality will be
available at http://youtu.be/xJV9Clrbcj0 once it uploads :)
Obfuscation get!

Tweaked some things and added support for obfuscation, so this should
produce a viable binary :D
Stop using unspecified attributes in shader

Switched the shader to use the industry-standard attribute name instead
of the one that Nvidia was for some reason ok with >.>
From my understanding, we were re-defining gl_Color and crashing at startup.  This should be the fix
Fixed dummy World signatures

Apparently right clicking on a red squiggle and saying "Add method to
class" doesn't always do the right thing!  Fixed the erroneous
signatures it had generated though
Fixed disabling textures when rendering damage

Added calls to disableLightmap and enableLightmap respectively when
rendering the red overlay on damaged entities so random items don't
appear all over them.