[..]
while (!glfwWindowShouldClose(window))
{
        // Calculate deltatime of current frame
        GLfloat currentFrame = glfwGetTime();
        deltaTime = currentFrame - lastFrame;
        lastFrame = currentFrame;

        // Check if any events have been activiated (key pressed, mouse moved etc.) and call corresponding response functions
        glfwPollEvents();
        do_movement();

        // Clear the colorbuffer
        glClearColor(0.1f, 0.1f, 0.1f, 1.0f);
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);


        // Use cooresponding shader when setting uniforms/drawing objects
        lightingShader.Use();
        GLint lightPosLoc    = glGetUniformLocation(lightingShader.Program, "light.position");
        GLint viewPosLoc     = glGetUniformLocation(lightingShader.Program, "viewPos");
        glUniform3f(lightPosLoc,    lightPos.x, lightPos.y, lightPos.z);
        glUniform3f(viewPosLoc,     camera.Position.x, camera.Position.y, camera.Position.z);
        // Set lights properties
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.ambient"),  1.0f, 1.0f, 1.0f); // Note that all light colors are set at full intensity
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.diffuse"),  1.0f, 1.0f, 1.0f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "light.specular"), 1.0f, 1.0f, 1.0f);
        // Set material properties
        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.ambient"),   0.0f, 0.1f, 0.06f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.diffuse"),   0.0f, 0.50980392f, 0.50980392f);
        glUniform3f(glGetUniformLocation(lightingShader.Program, "material.specular"),  0.50196078f, 0.50196078f, 0.50196078f);
        glUniform1f(glGetUniformLocation(lightingShader.Program, "material.shininess"), 32.0f);

        // Create camera transformations
        glm::mat4 view;
        view = camera.GetViewMatrix();
        glm::mat4 projection = glm::perspective(camera.Zoom, (GLfloat)WIDTH / (GLfloat)HEIGHT, 0.1f, 100.0f);
        // Get the uniform locations
        GLint modelLoc = glGetUniformLocation(lightingShader.Program, "model");
        GLint viewLoc  = glGetUniformLocation(lightingShader.Program,  "view");
        GLint projLoc  = glGetUniformLocation(lightingShader.Program,  "projection");
        // Pass the matrices to the shader
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));

        // Draw the container (using container's vertex attributes)
        glBindVertexArray(containerVAO);
        glm::mat4 model;
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);

        // Also draw the lamp object, again binding the appropriate shader
        lampShader.Use();
        // Get location objects for the matrices on the lamp shader (these could be different on a different shader)
        modelLoc = glGetUniformLocation(lampShader.Program, "model");
        viewLoc  = glGetUniformLocation(lampShader.Program, "view");
        projLoc  = glGetUniformLocation(lampShader.Program, "projection");
        // Set matrices
        glUniformMatrix4fv(viewLoc, 1, GL_FALSE, glm::value_ptr(view));
        glUniformMatrix4fv(projLoc, 1, GL_FALSE, glm::value_ptr(projection));
        model = glm::mat4();
        model = glm::translate(model, lightPos);
        model = glm::scale(model, glm::vec3(0.2f)); // Make it a smaller cube
        glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));
        // Draw the light object (using light's vertex attributes)
        glBindVertexArray(lightVAO);
        glDrawArrays(GL_TRIANGLES, 0, 36);
        glBindVertexArray(0);

        // Swap the screen buffers
        glfwSwapBuffers(window);
}
[...]
HI