Use Uniform Arrays instead of Texture1D.
Use ambient/diffuse/specular/shininess material
properties consistently across all WS30 shaders.
Use consistent shading model for photoscenery vs.
landclass to minimize visual difference.
Previous we just applied gl_LightSource[0].ambient without
multiplying it by the texture itself, so it just lightened
everything.
This fixes that. (ws30-ALS-detailed.frag still to do)