+
+extern "C" void update(int tick) {
+ GLuint modelLoc = glGetUniformLocation(program, "model");
+ const glm::mat4 model = glm::rotate(glm::mat4(1), (float)tick * 0.001f, glm::vec3(0, 0, 1));
+ glUniformMatrix4fv(modelLoc, 1, false, glm::value_ptr(model));
+}