Refactored Camera and added CameraController.
Added option to "lock" mouse to center of GLFW window.
Changed Shader to hold reference to ShaderPipeline and keep it alive.
Renamed toRad() to toRadians().
Changed ModelLoader to not hold ShaderPipeline alive - Shader instances now do this.
Added Camera and initial CameraController to DeferredRenderingApp.
Added CameraController to GLApp project.