- Added matrix math functions from the OpenGL ES 2.0 Programming Guide
  o uses [4][4] matrix instead of [16]
- Replaced all old OpenGL matrix maniupulation functions with ES functions
- metaballs shader now use uniforms matrices, passed from the hose application
- Added QuaternionToMatrix16(ESMatrix *matrix) function in quaternion class
  which converts a rotation quaternion into ESMatrix form
- NOTE: Frustum culling doesn't work!!
- modelView and projection matrix are loaded separately into shader