Vec4 lightColor = new Vec4( 1.0f );
glUniform4( unlit.objectColorUnif, lightColor.fillAndFlipBuffer( vec4Buffer ) );
cubeMesh.render( "flat" );
modelMatrix.pop();
modelMatrix.translate( globalLightDirection.scale( 100.0f ) );
modelMatrix.scale( 5.0f );
glUniformMatrix4( unlit.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );