Shader ourShader("loading.vs", "oading.fs");
Model ourModel("outputmesh.obj");
if (glfwGetKey(window, GLFW_KEY_UP) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::FORWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_DOWN) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::BACKWARD, deltaTime);
if (glfwGetKey(window, GLFW_KEY_LEFT) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::LEFT, deltaTime);
if (glfwGetKey(window, GLFW_KEY_RIGHT) == GLFW_PRESS)
camera.ProcessKeyboard(Camera_Movement::RIGHT, deltaTime);