Issues with asteroid shader:

- Need to create a system for moving objects independent of fps
- Storing data for multiple objects in the ssbo probably won't work right now
- Need to support deleting of objects and should add a deleted flag to the ssbo struct

In opengl-ref, I'm enforcing a maximum fps to control the speed at which objects move or other
effects-over-time happen.

It's better to not control the fps and just determine the delta for each effect every frame based
on the elapsed time.

I think Vulkan enforces its own fps anyway (when I wait for each frame to be ready). I should look
into this more at some point and see if I can disable that to get the true fps for testing purposes.