Half vector was calculated incorrectly based on the camera view direction. It needed to be the eye vertex position inverted.
Renamed BlinnPhongDiffuse* shaders to Diffuse* since they are the same exact shaders that will be used with Phong. The only difference between Phong and Blinn-Phong is how the specular is calculated.
Added phong shaders.
Fixed example since we renamed the shader classes.