Sub-classes of ShaderEffect currently have to get the handle for the
Cogl shader and call cogl_shader_source(); this makes it awkward to
implement a ShaderEffect, and it exposes handles and Cogl API that we
might want to change in the future.
We should provide a ClutterShaderEffect method that allows to (safely)
set the shader source at the right time for sub-classes to use.
The ShaderEffect class is an abstract base type for shader-based
effects. GLSL-based effects should be implemented by sub-classing
ShaderEffect and overriding ActorMeta::set_actor() to set the source
code of the shader, and Effect::pre_paint() to update the uniform
values, if any.
The ShaderEffect has a generic API for sub-classes to set the values
of the uniforms defined by their shaders, and it uses the shader
types we defined for ClutterShader, to avoid re-inventing the wheel
every time.