Realized glm is in row major.
Figured out the correct order for row major matrix operations.
Fixed transposed items in gluniform cases.
Fixed shader multiplication order to reflect row major operations.
Now understand OpenGL's matrix representation model is agnostic to your math library.
Verified all model vertices required normalization, fixed opengl statements to perform normalization.
Added rotation to ex15_1 and hopefully cleaned up similar errors in oculus.
Translation of quaternions to matrix operation with glm added to oculus