void renderCubelet(Cubelet cubelet, Matrix4f cubeMatrix) {
		for(int face = 0; face != 6; face++) {
			glUniform1i(glGetUniformLocation(shader, "U_FACE"), face);
			renderFace(face, cubelet.faces[face], Matrix4f.mul(cubeMatrix, cubelet.transformation, null));
		}
	}