Oops.....major refactoring needed

- Commented out the particle emitters type 2 instanced drawing code,
since it adds complexity when deciding what shader to bind.
- It appears that while the GL wrapper was using smart caching to avoid
sending redundant to the GPU, this added indirection was actually
ridiculously slowing down the whole viewer.
Using the WebGL context directly made the whole thing work more than
twice fast.
The code is very mess now, need to clean it up.