
const cameraPosition = [-gridWidth / 8, 10, -gridDepth / 8];
const target = [gridWidth / 2, -10, gridDepth / 2];
const up = [0, 1, 0];
const camera = m4.lookAt(cameraPosition, target, up);
const view = m4.inverse(camera);
const mat = m4.multiply(projection, view);

gl.enableVertexAttribArray(positionLoc);
gl.vertexAttribPointer(
    positionLoc,  // location
    3,            // size
    gl.FLOAT,     // type
    false,        // normalize
    0,            // stride
    0,            // offset
);

gl.useP