renderScene = () => {
const eyePosition = m4.inverse(viewMatrix).slice(12, 15);
const uniforms = {
modelMatrix: m4.identity(),
eyePosition,
tex,
mirrorFlag,
viewMatrix: viewMatrix,
projectionMatrix: projectionMatrix,
cubemap
};
mutable debug = uniforms;
gl.useProgram(sceneProgramInfo.program);
twgl.setUniforms(sceneProgramInfo, uniforms);
sceneBufferInfoArray.forEach((bufferInfo) => {
twgl.setBuffersAndAttributes(gl, sceneProgramInfo, bufferInfo);
twgl.drawBufferInfo(gl, bufferInfo);
});
}