mat4 LookAt( const vec4& eye, const vec4& at, const vec4& up )
{
vec4 n = normalize(eye - at);
vec4 u = normalize(cross(up,n));
vec4 v = normalize(cross(n,u));
vec4 t = vec4(0.0, 0.0, 0.0, 1.0);
mat4 c = mat4(u, v, n, t);
return c * Translate( -eye );
}
gl_Position = projectionM * cameraM * worldM
* modelM * objectM * vPosition;