moved generic matrix code to uMatrix.pas
updated shader and client logic to use a mat4 rather than
ftransform or gl_ModelViewProjectionMatrix.
// !!!just testing!!! // This is not GLSL 1.3+ compatible, as its using the compatibility profile!uniform mat4 mvp;varying vec4 tint;void main(){ gl_Position = mvp * gl_Vertex; gl_TexCoord[0] = gl_MultiTexCoord0; tint = gl_Color;}