shaders: code formatting
separated the scaffolding and rendering a bit better
slightly cleaner syntax
visible HUD quad rendering...
split out object rendering even more, now 3D objects and the GUI fit in the same render call, it's starting to look a tiny bit like an engine. Also added the math functions from BlendELF (fixed a lot of precision warnings in those, mostly changig acos -> acosf and things like that, should help with caching behaviour). Next up for math is adding the restrict keyword in every possible place for mad gains (maybe...)
enable MSAA (multisampling anti-aliasing)