Use SSBO for storing effect arrays
Currently, the arrays of floats that describe the individual effects in the main Vertex and Fragment shaders are stored as uniform arrays. This has one major disadvantage: we need to declare their max size before initialisation of the library, leading to clumsy API ( DistortedEffects.setMax(EffectType.VERTEX , 10 ) - API for setting up max number of allowable VERTEX effects ). Also, this leads to quite low number of MAX effects.
Move on to Shader Storage Buffer Objects. This will remove the low limit, and do away with need to do 'setMax' altogether.