GLSL Shadow mapping support committed

CubicVR revision 496 has been committed as a merge of the shadow_experiment branch, after many hours of tweaking, bugfixing and researching I have now been able to integrate support for 4 (can add more easily) shadows cast upon each model per frame.  Currently the scene system is not partitioned for light rendering and sector mapping is in it's infancy but in the future this will allow for unlimited shadow volumes with constraints on overlapping areas.

 You can see screenshots of the results here: GLSL Shadow Mapping in action 

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