Simplify project releases to just 3 DLLs.

This dramatically simplifies the release, by removing and deprecating older project pieces that do not seem to be neeeded.

Remove all D3DCompiler_xx projects, as these create a wrapped compiler which is not used for anything.
Remove D3D10 and D3D9 projects as these wrap both those DLLs, but for DX11 games it does not appear to be necessary, and just adds confusion.
Remove DXGI project as it causes problems on Win8.1, and forces us to use the KB update to fix crashes.  Also, it does not seem to be used for anything other than getting acess to the Present call, which is now handled in Context->Draw.

This requires a new xcopy of the Win8 redist DLL for the D3DCompiler_46.dll, the only one we seem to use or need.

Tested in AC4, SR4, and it still works as expected.
Fix bug when stereoizing outputs, so CopyOnMark works.

We weren't setting shadermodel, so it would fail as an empty string.  This adds the timestamp and shadermodel for autofixed shaders.
Fix SR3 shaders for lamps, moon, clouds.

Corrects lamp lights and lamp shades from the unprojection problem, using Mike's technique.  Looks good in the crib.
Corrects moon, sun, contrail clouds by moving to depth.

Add logging to ReloadShaders to make it clear what loaded.
Improve output code for autofixes in WritePatches.

Not sure we'll use these, but improve the code by making it clear it's auto-fix, and outdent left so it's clearly injected code.
Improve code by not using Case as the only difference between vars.
Complete first stage of SR3 fix, for texture alignment.

This fixes all the VS that have texture alignment problems in stereo, using the auto-fix of 3Dmigoto.

This might introduce some bugs, as some of the texture outputs don't seem to necessarily use o0 as a match.  But this is a good step in terms of finding every shader affected, as they are auto-fixed upon being found.

There may be more later in the game, this is from New Game to first Crib.
Fix possible texture problems from too aggressive stereoization.

The auto-fix patched some other textures that were not clearly related, so went through them all to remove the extra lines that should not be stereoized.

246 files modified to remove excess stereoization.
Possibly busted shader from decompile/recompile.
Add Mike's empirical fix for shadows.

2 shaders that don't follow other rules, with an experimental fix.
Developed from SR4, seems to be identical on SR3.
SR4: shadows, lighting, hud, moon
Change SR4 d3dx.ini for release.

Make no logging, no shader hunting, no constants.
Cache shaders on, for faster launches.
Update SR4 target for new build setup.
Removes all unnecessary dlls, build small zip.
Fix build to include d3dcompiler_46 from SDK.

Rather than build a hooked version, we now just include the default one from the Win8 SDK.
This fixes the missing dependency for last build.
Set up d3dx.ini for closer to release state.
Including constants for HUD options.
And setsquare to stereo, for reflected lights.
Fix several lights at night,.

Sewer tanks across river,
red skyscraper lights,
purple verticals on downtown building,
motorcycle headlight,
highway signs.
Patch the shaders with -2147483648 to be 1.0e+24.

Those constants appear to be legit, and are damaged because of a bad %f to %d conversion in GetSuffix.

Hand patch these to be 1.0000000e+024, as the expected number, and it generates the original constants for the ASM.
Fix the -2147483648 to be 1.000000000e+024 for all shaders.

The Decompiler has a bug that generated these bad constants. This manually fixes them to be correct for the ShaderFixes.

Also add example for future Decompiler fix.
SR4: Updates for Reflections
Merge branch 'master' of https://github.com/bo3b/3Dmigoto.git
Disable blood decals as they are at screen depth.

We don't have a good solution for these, so disable them for now, because they are an eyesore.
One shader here shows blood at the right depth as a maybe example.
Clean up some shaders. Fix skybox.

Skybox was disabled, but this reenables it.  It seemed slightly off before, this is better.  Not perfect, but better.
Fix some comments in other shaders.