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 sampler2D tex0;varying vec4 tint;void main(){ gl_FragColor = texture2D(tex0, gl_TexCoord[0].st) * tint;}