Added "add" method to Vector4f. Mesh reader demo is now using the custom light and material uniforms in the shader. Shader null.vsh is no longer using custom uniforms. Changed order of sections in blank.shader. Broke up shader BlinnPhongDiffuseUniforms so that it can be shared when we add Phong shaders.
Moved and renamed LightAndMaterial uniforms to a common package. Removed uniform for radius since it is now a part of the custom light struct. Moved global ambient light into SingleLightAndMaterialUniforms.
Add missing license headers to DiffuseUniforms and SingleLightAndMaterialUniforms. DefaultShaderUniforms was not getting the ID for the normal matrix uniform. Added "renderGlyph" method to TextHelperRenderer. RendererGL2 no longer uses OpenGL matrix operations. Updated NOTES.txt. MeshReader GL2 demo was not working properly.
The provided shaders are no longer relying on OpenGL for built-in attributes, uniforms or variables.
Added Phong shader classes but not the actual shaders yet.
Started removing all OpenGL built-in attributes, uniforms and variables for the vertex lit shaders. These shaders are not working in the current state.
Removed call to set the default shader. Doing it this way is no longer necessary.
DrawCommandsConversion now works correctly with all RenderableConfigurations. Display lists and immediate mode renderables did not bind textures or change shaders. Both now support changing textures and shaders per segment. ShaderBindState no longer has a default shader. The current shader is always the one set by switchShader and the only time it will not be used is if the mesh's segment material has a shader defined. All render calls now call the method "Renderable.renderCallBindState.bind" which will do the appropriate texture shader bind calls for the renderer.
Added back setDefaultShader. This is set automatically as a part of switchShader on the renderer.
No longer need the lightFloatBuffer in MeshReader. RendererGL1 was not flipping the buffer. SingleLightAndMaterialUniforms had to cast the int into float before sending to OpenGL otherwise we would get a Invalid Operation error. Fixed bug in DefaultShaderUniforms when setNormalMatrix was trying to send a mat4 to the shader instead of a mat3. All shader classes are sending the extra matrices during sendUniformMatrices. Cleaned up shader uniforms.
Shaders are no longer relying on built-in uniforms, variables or attributes.
Rename Material to SegmentMaterial. Segment material is no longer allowed to have a shader. Removed mesh material from GameObject. Renderables now no longer need a RenderCallBindState since we only allow texture changes on a segment level.

The reason segments cannot have a shader is because it would require resending matrices to the switched shader. This would create overhead since there would be no bind state to know what shaders have been updated. For now I'm removing this complication.
Disable specular in material files. Made sure all light settings were the same. Removed bindShader and setDefaultShader from ShaderBindState.
Storing segment data more generically. All enums should have a max_* at the end of the last value.
Update NOTES.txt
Add missing license header.