final Mat4 worldToCamMat = modelMatrix.top();
LightBlockGamma lightData = lights.getLightInformationGamma( worldToCamMat );
lightData.gamma = gamma;
glBindBuffer( GL_UNIFORM_BUFFER, lightUniformBuffer );
glBufferSubData( GL_UNIFORM_BUFFER, 0, lightData.fillAndFlipBuffer( lightBlockBuffer ) );
glBindBuffer( GL_UNIFORM_BUFFER, 0 );
{
modelMatrix.push();