1. glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);
    2. glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);
    3. glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);
    4. view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
    1. float cameraSpeed = 2.5f * deltaTime; // adjust accordingly
    2. if (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS)
    3. cameraPos += cameraSpeed * cameraFront;
    4. if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS)
    5. cameraPos -= cameraSpeed * cameraFront;
    6. if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS)
    7. cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;
    8. if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS)
    9. cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;