final Mat4 worldToCamMat = Glm.lookAt( new Vec3( hOffset, 1.0f, -64.0f ),
new Vec3( hOffset, -5.0f + vOffset, -44.0f ), new Vec3( 0.0f, 1.0f, 0.0f ) );
MatrixStack modelMatrix = new MatrixStack();
modelMatrix.applyMatrix( worldToCamMat );
final ProgramData prog = drawGammaProgram ? progGamma : progNoGamma;
glUseProgram( prog.theProgram );
glUniformMatrix4( prog.modelToCameraMatrixUnif, false, modelMatrix.top().fillAndFlipBuffer( mat4Buffer ) );