ection matrixes
    const viewProjectionMatrix = mat4.multiply(projection, viewMatrix);

    // Compute a world matrix
    const world = mat4.rotationY(settings.rotation, worldValue);

    // Combine the viewProjection and world matrices
    mat4.multiply(viewProjectionMatrix, world, worldViewProjectionValue);

    // Inverse and transpose it into the worldInverseTranspose value
    mat3.fromMat4(mat4.transpose(mat4.inverse(world)), normalMatrixValue);

    colorValue.set([0.2, 1, 0.2, 1]);  // green
    li