Stencil highlights (#701)
* Initial work on stencil glows
* Unbind SetStencilMode, not really needed, add clear with stencil support instead
* Do custom blending to avoid overdraw and set render priority so outlines blend with eachother
* Update shader
* Bind pattern scroll scale to the shader and compile optimized shaer
* Delete older highlight postprocess shader, actually bind clear with stencil support
* Reduce number of iterations on thin lines
* Remove pattern from being assignable in code, let it be done in material instead,
* Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth
* Remove standard shading code from highlight shader, doesn't need it at all
* Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break