* Did some restructuring so that we actually break and quit if screen initialization fails. Engine should now actually shut down in case of failure.

* Figured out why CComPtrs would sometimes throw exceptions at destruction when shader initializations failed. (Shader error output function would explicitly delete them inside the function.... which isn't needed, cuz, you know, smart pointers)

* Adding some new empty shader classes for future projects...

* Removing some old dead weight shaders.