Add type prefixes to shader variable names
Give each fragment shader its own vertex shader
Optimise: eliminate dependent texture reads in "render" shader
Rebuild minified files
Create new MAX_TEXTURE_UNITS constant
Modify GOLGPUProgram.run() to support multiple input textures
Add Improvements section
Create "blur" shaders
Create "add" shaders
Add "blur" and "add" shaders
Rename texture objects
Move swapStateTextures() code into calculateNextState()
Create new GOLGPUProgramBlur class
Create new GOLGPUProgramAddAndDisplay class
Create new "blur" and "addAndDisplay" program objects
Add globals for new GPU program classes
Create new "render" and "blur" textures
Create new blurBrighteningFactor property
Add textureIn and textureOut params to GOLGPUProgramNextState.run()
Finish implementing glow/bloom effect