be relative this this world space.
    const textureMatrix = m4.multiply(
        textureProjectionMatrix,
        m4.inverse(textureWorldMatrix));

    gl.useProgram(textureProgramInfo.program);

    // set uniforms that are the same for both the sphere and plane
    twgl.setUniforms(textureProgramInfo, {
      u_view: viewMatrix,
      u_projection: projectionMatrix,
      u_textureMatrix: textureMatrix,
      u_projectedTexture: imageTexture,
    });

    // ------ Draw the sphere --------

    // Setup 