GL20.glUniformMatrix4(projectionMatrixUniform, false, resultingMatrixBuffer);
// Set the lighting related uniforms
GL20.glUniform1i(uUseLightingUniform, uUseLighting);
Vectorf adjustedLightDirection = lightingDirection.toUnitVector()
.multiply(-1);
float[] flatLightDirection = adjustedLightDirection.toArray();
GL20.glUniform3f(uLightingDirectionUniform, flatLightDirection[0], flatLightDirection[1],
flatLightDirection[2]);
GL20.glUniform3f(uAmbientColorUniform, ambientColorRed, ambientColorGreen, ambientColorBlue);
GL20.glUniform3f(uDirectionalColorUniform, directionalColorRed, directionalColorGreen, directionalColorBlue);