Converted from SFML to SDL2.
Changed shaders to version 1.40 core.
Set parameters on the cubemap rather than 2D texture.
Use light's view matrix to calculate position for depth buffer.
Write the normalized distance between light and fragment to the depth buffer.
Fixed texture naming so we can use texture method.
Set the WorldPosition in shader.
Draw the shadow maps onto the cubemap textures.
Render shadows!
Rotate the cubeface view matrices for whatever reason.

TODO: Figure out why I had to do this, and fix.
Make the light source move in a circle.
Upload the normal + normal matrix to the shader.
Also let's upload the light position.
Change name from rgb to Color!
Calculate proper diffuse lighting with attenuation.
Added Position variable in eye space.
Implemented specular highlights.
Added some slope bias to fix some shadow acne.
Refactored light colour/intensity into variable.
Rotate the camera around the room.