sing look at.
    var cameraMatrix = m4.lookAt(cameraPosition, target, up);

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

    var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);

    var matrix = m4.xRotate(viewProjectionMatrix, modelXRotationRadians);
    matrix = m4.yRotate(matrix, modelYRotationRadians);

    // Set the matrix.
    gl.uniformMatrix4fv(matrixLocation, false, matrix);

    // Draw the geometry.
    var primitiveType = g