.clientWidth / canvas.clientHeight;
    const projection = mat4.perspective(
        settings.fieldOfView,
        aspect,
        1,      // zNear
        2000,   // zFar
    );

    // Compute the position of the first F
    const fPosition = [radius, 0, 0];

    // Use matrix math to compute a position on a circle where
    // the camera is
    const tempMatrix = mat4.rotationY(settings.cameraAngle);
    mat4.translate(tempMatrix, [0, 0, radius * 1.5], tempMatrix);

    // Get the camera's position from 