I've checked in the initial work on my effects framework. This allows one 
specify OpenGL attributes,
including shaders, in .eff files. For the moment these are only associated with 
terrain materials.

The default effect for terrain has a shader that does per-pixel lighting, with 
a fallback to the
traditional pipeline if a system doesn't support shaders. This effect is in 
Effects/terrain-default.eff.
Also, you can disable the use of shader effects with the property 
/sim/rendering/shader-effects.

In the coming weeks there will be more documentation and examples, as well as 
effects for models, of course.

Let me know if anything breaks,
Tim

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