shader.setUniform("lightPos", light.pos.xyz());
shader.setUniform("lightInt", light.intensity);
shader.setUniform("flip", 0);
//rotQ = rotQ.multiply(zrotation);//.normalize();
rotation = rotQ.rotationMatrix();
translation = Matrix4f.translation(0, 0, 0);
Matrix4f m = Matrix4f.product(translation, rotation, scale, dragon.normalization);
Matrix4f vp = Matrix4f.product(projection, view);
shader.setUniform("M", m);