Implemented quick and dirty ugly ass-shadow mapping.
Made the shadow map use its own projection matrix from a simple unit frustum.
Refactored light position into its own variable.

The light source and the shadow mapper is now synced!!
Refactored shadow map size into constant symbol.
Removed unneccesary (and slow) glClearColor.
Moved the zNear plane further away.

Because depth precision!
Moved the event loop to the bottom of the game loop.

Because it might close() the window, and then we want to terminate ASAP,
not continue rendering the frame.
Removed unneccesary calls to setPerspective.

We're already doing it every frame anyway (ugly, but works for now).