glm::vec3 cameraPos = glm::vec3(0.0f, 0.0f, 3.0f);glm::vec3 cameraFront = glm::vec3(0.0f, 0.0f, -1.0f);glm::vec3 cameraUp = glm::vec3(0.0f, 1.0f, 0.0f);view = glm::lookAt(cameraPos, cameraPos + cameraFront, cameraUp);
float cameraSpeed = 2.5f * deltaTime; // adjust accordinglyif (glfwGetKey(window, GLFW_KEY_W) == GLFW_PRESS) cameraPos += cameraSpeed * cameraFront;if (glfwGetKey(window, GLFW_KEY_S) == GLFW_PRESS) cameraPos -= cameraSpeed * cameraFront;if (glfwGetKey(window, GLFW_KEY_A) == GLFW_PRESS) cameraPos -= glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;if (glfwGetKey(window, GLFW_KEY_D) == GLFW_PRESS) cameraPos += glm::normalize(glm::cross(cameraFront, cameraUp)) * cameraSpeed;