Set up uniform buffers for the camera. The camera still lacks a proper
controller on the lisp side, but you can create the matrix data in lisp.
The projection matrices use the "reverse-z" trick. When setting up depth
buffering in the (near) future, this needs to be considered.
Window resize events are now sent from the renderer to lisp.
On the lisp side, some math code has been written, but not yet
integrated into the project.