ix
    var camera = [100, 150, 200];
    var target = [0, 35, 0];
    var up = [0, 1, 0];
    var cameraMatrix = m4.lookAt(camera, target, up);

    // Make a view matrix from the camera matrix.
    var viewMatrix = m4.inverse(cameraMatrix);

    // Compute a view projection matrix
    var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);

    // Draw a F at the origin
    var worldMatrix = m4.yRotation(fRotationRadians);

    // Multiply the matrices.
    var worldViewProjectionMatrix = m4.