Minor refactor for 'buildShaderProgram@Renderer'
Refractored renderer class and cleaned code
Function from Renderer class has been moved to ShaderProgram class
Adding shaders to a program happens in the constructor in ShaderProgram not in renderer function buildShaderProgram
initBuffers and initUniforms happens in ShaderProgram now
There is no update function in Renderer class, it is in ShaderProgram now
Window, Utils, Renderer, ShaderProgram class has been cleaned
Refactored ShaderProgram

* Added superclass for shader programs called 'BaseShaderProgram' and pulled up some functions from 'ShaderProgram'.
* Changed name on 'ShaderProgram' to 'PhongShaderProgram'
Added comment to #endif for header guards
Draft started on PassThroughShader.cpp

* Begun implementation in PassThroughShader.cpp.

* Removed 'Renderer' class since it was now uneccesaryand moved the gl functions to constructor of Window. initLightSource function got moved to BaseShaderProgram. Each shader will now need to implement this to use lights.
Renamed files, implemented layout qualifiers for attributes in shaders.
Basic implementation for SSAO shader + some refactoring.
Refactored model array to vector

* Vector is used so there is no longer any need for explicit defined sizes.
* Added compiler flag in makefile to avoid c++11 warnings.
Minor fixes
Added texture coordinates to gpu
* Added TEXTURE_LOC to baseShaderProgram
* changed vbo to an array with Position, texCoord and elements in ssaoshader
* in vert and frag in ssao we now load the texcoords
Bugfixes for FBOHandler
Mergefix
Single FBO pass implemented
Moved fbo handling in SSAO class
Render to multiple texture implemented

* Phong shader now outputs positions, normals and original image to three textures. These textures can be used in the SSAO shader that takes these three textures as input.
* FBOStruct is now holding three texture ids instead of one.
Removed temp files
Removed animation, set backgound to white and added layout location for outputs
Framebuffer width and height dynamically fetch (retina bug)
Deferred Shading draft impl

* Refactored PhongShaderProgram to DeferredShaderProgram. Lightning calculations will be implemented in a later stage.
* Removed phong texture from FboHandler.
Lightning calculation moved to new phongshader