auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
lightColors[i] = glm::vec3(0.2);
auto m = glm::translate(glm::mat4(1.f), glm::vec3(-2.5, 0, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(1, 0, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 1, 0));
m = glm::rotate(m, glm::radians(d * 100 + i * 30), glm::vec3(0, 0, 1));
lightPositions[i] = glm::vec3(m * glm::vec4(5, 0, 0, 1));
lightColors[i] = glm::vec3(0.2);