20.0f * i + (float)glfwGetTime();
model = glm::rotate(model, angle, glm::vec3(1.0f, 0.3f,...::mat4 model = glm::mat4(1.0f);
model = glm::translate(model, cubePositions[i]);...float angle = 20.0f * i;
model = glm::rotate(model, glm::radians(angle), glm::vec3(1.0f,..., 0.0f),
glm::vec3( 2.0f, 5.0f, -15.0f),
glm::vec3(-1.5f, -2.2f, -2.5f),
glm...-7.5f),
glm::vec3( 1.3f, -2.0f, -2.5f),
glm::vec3( 1.5f, 2.0f, -2.5f),
glm: