Matrix4f scale = Matrix4f.scale(1);
Matrix4f translation = Matrix4f.translation(0,0,0);
Matrix4f rotation = Matrix4f.identity;
//Matrix4f model = translation.multiply(scale);
Quaternion zrotation = new Quaternion(-Math.PI/360, new Vector3f(0,1,2));
Quaternion rotQ = zrotation;
float ztrans = 0;
float xtrans = 0;
Vector3f camForw = Vector3f.zUnit;
Vector3f camSide = Vector3f.xUnit.scale(-1);
double value = 0;
time = System.currentTimeMillis();
int fpsMod = 0;
Light light = Light.builder()
.intensity(255/1, 255/2, 255/3)
.pos(1, 1, 1).build();
shader.setUniform("lightPos", light.pos.xyz());
shader.setUniform("lightIntensity", light.intensity);
Matrix4f view = Matrix4f.view(
new Vector3f(0, 0, -5),
camForw,
Vector3f.cross(camSide, camForw));
float camX = 0;
float camZ = 0;
Vector3f trans = new Vector3f(1, 0.5, -4);
while(true){
try{
if(Display.isCloseRequested()){
Display.destroy();