Matrix4f worldMatrix1 = new Matrix4f();
Matrix4f.rotate((float) Math.toRadians(45), new Vector3f(0, 0, 1), worldMatrix1, worldMatrix1);
Matrix4f.rotate((float) Math.toRadians(-55), new Vector3f(1, 0, 0), worldMatrix1, worldMatrix1);
worldMatrix1 = Matrix4f.mul(worldMatrix0, worldMatrix1, worldMatrix1);
fb.rewind();
worldMatrix1.store(fb);
fb.flip();
GL11.glMultMatrix(fb);
fb.clear();
float scale = Math.max(0.3F, 1.5F / (this.ticksSinceSelection / 5.0F));
float scale0 = this.getZoomAdvanced() < 0 || this.getZoomAdvanced() > 1 ? scale + this.planetZoom / 75.0F - 0.45F : scale;//(0.6F / this.getZoomAdvanced()) : scale;