         shader.bind()
         
         // Bind the updated matrix
-        shader.bind(uniform: "matrix", m: matrix)
+        shader.bind(uniform: "matrix", m: projection * Mat4.translate(x: 0, y: 0, z: -5) * modelview)
         
         // Bind the VAO we plan to use
         vao.bind()

    let vao    = Vao()
    let vbo    = Vbo()
    let ibo    = Vbo()
    var matrix = Mat4.identity()
    
    init() {
        // Load the Shader files
        shader.load("DemoShader1.vsh", fragmentFile: "DemoShader1.fsh")
        
        // Bind the vertices into the Vertex Buffer Object (VBO)
        vbo.bind([

    }
    
    func resize(#width: CFloat, height: CFloat) {
        projection = Mat4.perspective(fovy: radians(45), width: width, height: height, near: 1, far: 9)
    }
}
