Colour isn't hardcoded instead it is passed through from the vertex shader, which gets the colour
from the applications VBO
Instead of manually computing the model transformation matrix i.e rot,trans,scale in the shader
and then manually calculating the projection matrix these are now instead passed in as uniform matrices from the application so the
shader is much cleaner, it's 2 lines of code now XD
New class box that calculates the vertices and shit for a arbitrary box
4x4 matrix class that works with passing into OpenGL
Defines the aspect ratio and field of view which is used to init the projection matrix which is passed into the
shaders for use. Also now generates a model matrix for moving the box into place.
Still needs a camera matrix
Forgot to add vector header