glm::mat4 mv(view * m);
glm::mat4 mvp(vp * m);
glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
}
glm::mat4 mv(view * m);
glm::mat4 mvp(vp * m);
glUniformMatrix4fv(mv_handle, 1, GL_FALSE, &mv[0][0]);
glUniformMatrix4fv(mvp_handle, 1, GL_FALSE, &mvp[0][0]);
}