Added many shader source files

This should include the latest version of every shader that was in the
2007 SDK. It also includes a smattering of debug shaders, both VR
distortion shaders, and other assorted shaders that will hopefully be
useful.

None of these new files are included in the game shader DLL project. If
you need to modify one of these shaders for use in your mod you will
need to rename it so that you don't collide with the version of that
shader that lives in stdshader_dx9.dll.
Add VS 2012 and VS 2013 versions of libprotobuf.lib

Adding these libraries lets the source-sdk be built with VS 2012 and VS
2013, in addition to VS 2010. Just copy createallprojects.bat or
creategameprojects.bat and add /2012 or /2013 to the vpc command line.
Then load the resultant .sln file into the appropriate version of Visual
Studio. A full rebuild may be necessary the first time in order to clear
out .obj and .pdb files from previous builds.
First commit to github.com/davecb/source-sdk-2013

This should be a few c++, txt and res files from
from adding the "VfFrame" sub-window

Signed-off-by: David Collier-Brown <davecb@spamcop.net>
Second selectio nof cha nged files.

Headed flor the first push...
Added some hard-coded controls
Attempt to commit VgWeb
Rename IVgWeb.h, to fix MS's trendancy to "correct" my spelling
Add guards to IVgWeb.h
Oops, typo!
Commit intermediate results
Safety push
Make the Web browser code Windows-only, so as to allow diagnostic builds on Linux for all the
code that is supported there.  This allows me two different compiler messages for a give bug (;-))
Force IVgWeb.h into the repo
Add the linux makefile to the active fileset in the repo.
Snapshot.
add an interface-calling file, to keep things straight.
New bits after teh refactoring.
Try TextImage()
Save visual improvements.
Snap after fleshing out the interface with comments, and testing out progress bars (which don't work)