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Shaders: avoid including GL/Shader.h in headers.
The class is rather heavy (strings, STL vector) and it'll stay heavier than strictly needed even after the planned STL cleanup -- shader users should not bear the overhead of Array, StringView etc. that it needs in order to compile the shader sources. I might eventually come to a different conclusion (maybe separating GL::Shader population and usage like doing in Vulkan with CreateInfos), but right now this commit has the best available solution -- converting the instance to a lightweight class containing just ID and type, and then converting that back to a GL::Shader upon checking compilation/link status. While at it, also removed the not-strictly-needed Optional usage from the header. It wouldn't work with forward-declared GL::Shader anyway.
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