feat: slow rotation
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				| @ -99,7 +99,7 @@ void updateModelViewProjectionMatrix(GLuint shaderProgram, float time) | |||||||
|     float left = -1.0, right = 1.0, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0; |     float left = -1.0, right = 1.0, bottom = -1.0, top = 1.0, near = -1.0, far = 1.0; | ||||||
|     glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far); |     glm::mat4 projection = glm::ortho(left, right, bottom, top, near, far); | ||||||
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|     constexpr float angle = glm::radians(50.0); |     constexpr float angle = glm::radians(10.0); | ||||||
|     glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0); |     glm::vec3 axis = glm::vec3(0.0, 1.0, 0.0); | ||||||
|     glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis); |     glm::mat4 model = glm::rotate(glm::mat4(1.0), angle * time, axis); | ||||||
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