Now using GLSL 330

Yay Mavericks!
Only calculate Projection * View onces per render queue

As this never changes during a render queue, this is wasted cycles to
calculated it for every object needing rendering.
Update hidden cursor management for GLFW v3 API

GLFW3 has much better support for hiding a cursor for 3D FPS type
movement, now using those constants.
Add support for the GLFW_REPEAT key state

Now, when a key is held down long enough, the state changes from
GLFW_PRESS to GLFW_REPEAT. We now handle this case as PRESS as well, and
mark the event as Repeated, exposing this state for whatever might need
it (say, text input in a UI).
Turn on polling on the FPS Volume scene

This ensures that holding multiple keys down, then releasing some of
the, keeps motion going as expected.
Remove unneeded log from the top-down input