Moved old shaders into shader_archive folder,

updated all shaders to opengl #version 440 deprecating gl_FragColor and
replaced with layout (location = 0) vec4 oColor (output colour), also
removed gl_TextureCoord[0] and replaced with an input attribute from the
vertex shader, in vec4 vTexCoord. Also created a pass-through shader,
shader_pass.vert that is reused for bloom shader and ssao. (fxaa has
custom vertex shader from NVidia), cleaned up most shaders separating
functions, variables, etc. gl_FragData[0] also replaced with layout
(location = n) out vec4 o_name for each color_attachment in Frame Buffer
Object. Added barrel distortion function (might be useful later) in
vertex_water shader. BaseShader pass takes in selectedColor to colour
the capping the selected mesh's colour. Mipmaps generated for FBOs,
making textures appear smoother. added a non-cut front face
color-attachment to FBO in pre-pass.