diff --git a/Cargo.toml b/Cargo.toml
index cd16757..44b5575 100644
--- a/Cargo.toml
+++ b/Cargo.toml
@@ -20,6 +20,7 @@ path = "src/main.rs"
 anyhow = "1.0"
 bytemuck = { version = "1.12", features = ["derive"] }
 cfg-if = "1"
+cgmath = "0.18"
 env_logger = "0.10"
 log = "0.4"
 wgpu = "0.18"
diff --git a/src/camera.rs b/src/camera.rs
new file mode 100644
index 0000000..f588826
--- /dev/null
+++ b/src/camera.rs
@@ -0,0 +1,142 @@
+use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
+
+pub struct Camera {
+    pub eye: cgmath::Point3<f32>,
+    pub target: cgmath::Point3<f32>,
+    pub up: cgmath::Vector3<f32>,
+    pub aspect: f32,
+    pub fovy: f32,
+    pub znear: f32,
+    pub zfar: f32,
+}
+
+impl Camera {
+    pub fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
+        // 1.
+        let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
+        // 2.
+        let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
+
+        // 3.
+        return OPENGL_TO_WGPU_MATRIX * proj * view;
+    }
+}
+
+#[rustfmt::skip]
+pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
+    1.0, 0.0, 0.0, 0.0,
+    0.0, 1.0, 0.0, 0.0,
+    0.0, 0.0, 0.5, 0.5,
+    0.0, 0.0, 0.0, 1.0,
+);
+
+// We need this for Rust to store our data correctly for the shaders
+#[repr(C)]
+// This is so we can store this in a buffer
+#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
+pub struct CameraUniform {
+    // We can't use cgmath with bytemuck directly, so we'll have
+    // to convert the Matrix4 into a 4x4 f32 array
+    pub view_proj: [[f32; 4]; 4],
+}
+
+impl CameraUniform {
+    pub fn new() -> Self {
+        use cgmath::SquareMatrix;
+        Self {
+            view_proj: cgmath::Matrix4::identity().into(),
+        }
+    }
+
+    pub fn update_view_proj(&mut self, camera: &Camera) {
+        self.view_proj = camera.build_view_projection_matrix().into();
+    }
+}
+
+pub struct CameraController {
+    pub speed: f32,
+    pub is_forward_pressed: bool,
+    pub is_backward_pressed: bool,
+    pub is_left_pressed: bool,
+    pub is_right_pressed: bool,
+}
+
+impl CameraController {
+    pub fn new(speed: f32) -> Self {
+        Self {
+            speed,
+            is_forward_pressed: false,
+            is_backward_pressed: false,
+            is_left_pressed: false,
+            is_right_pressed: false,
+        }
+    }
+
+    pub fn process_events(&mut self, event: &WindowEvent) -> bool {
+        match event {
+            WindowEvent::KeyboardInput {
+                input:
+                    KeyboardInput {
+                        state,
+                        virtual_keycode: Some(keycode),
+                        ..
+                    },
+                ..
+            } => {
+                let is_pressed = *state == ElementState::Pressed;
+                match keycode {
+                    VirtualKeyCode::W | VirtualKeyCode::Up => {
+                        self.is_forward_pressed = is_pressed;
+                        true
+                    }
+                    VirtualKeyCode::A | VirtualKeyCode::Left => {
+                        self.is_left_pressed = is_pressed;
+                        true
+                    }
+                    VirtualKeyCode::S | VirtualKeyCode::Down => {
+                        self.is_backward_pressed = is_pressed;
+                        true
+                    }
+                    VirtualKeyCode::D | VirtualKeyCode::Right => {
+                        self.is_right_pressed = is_pressed;
+                        true
+                    }
+                    _ => false,
+                }
+            }
+            _ => false,
+        }
+    }
+
+    pub fn update_camera(&self, camera: &mut Camera) {
+        use cgmath::InnerSpace;
+        let forward = camera.target - camera.eye;
+        let forward_norm = forward.normalize();
+        let forward_mag = forward.magnitude();
+
+        // Prevents glitching when the camera gets too close to the
+        // center of the scene.
+        if self.is_forward_pressed && forward_mag > self.speed {
+            camera.eye += forward_norm * self.speed;
+        }
+        if self.is_backward_pressed {
+            camera.eye -= forward_norm * self.speed;
+        }
+
+        let right = forward_norm.cross(camera.up);
+
+        // Redo radius calc in case the forward/backward is pressed.
+        let forward = camera.target - camera.eye;
+        let forward_mag = forward.magnitude();
+
+        if self.is_right_pressed {
+            // Rescale the distance between the target and the eye so
+            // that it doesn't change. The eye, therefore, still
+            // lies on the circle made by the target and eye.
+            camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
+        }
+        if self.is_left_pressed {
+            camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
+        }
+    }
+}
diff --git a/src/lib.rs b/src/lib.rs
index edf0b49..e5f88dc 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -9,7 +9,9 @@ use winit::{
 #[cfg(target_arch = "wasm32")]
 use wasm_bindgen::prelude::*;
 
+mod camera;
 mod texture;
+pub use camera::*;
 pub use texture::*;
 
 #[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
@@ -114,6 +116,11 @@ pub struct State {
     num_indices: u32,
     diffuse_bind_group: wgpu::BindGroup,
     diffuse_texture: texture::Texture, // NEW
+    camera: Camera,
+    camera_uniform: CameraUniform,
+    camera_buffer: wgpu::Buffer,
+    camera_bind_group: wgpu::BindGroup,
+    camera_controller: CameraController,
 }
 
 impl State {
@@ -179,7 +186,7 @@ impl State {
             format: surface_format,
             width: size.width,
             height: size.height,
-            present_mode: wgpu::PresentMode::AutoNoVsync, //surface_caps.present_modes[0],
+            present_mode: wgpu::PresentMode::AutoVsync, //surface_caps.present_modes[0],
             alpha_mode: surface_caps.alpha_modes[0],
             view_formats: vec![],
         };
@@ -251,10 +258,59 @@ impl State {
             label: Some("diffuse_bind_group"),
         });
 
+        let camera_controller = CameraController::new(0.2);
+
+        let camera = Camera {
+            // position the camera 1 unit up and 2 units back
+            // +z is out of the screen
+            eye: (0.0, 1.0, 2.0).into(),
+            // have it look at the origin
+            target: (0.0, 0.0, 0.0).into(),
+            // which way is "up"
+            up: cgmath::Vector3::unit_y(),
+            aspect: config.width as f32 / config.height as f32,
+            fovy: 45.0,
+            znear: 0.1,
+            zfar: 100.0,
+        };
+
+        let mut camera_uniform = CameraUniform::new();
+        camera_uniform.update_view_proj(&camera);
+
+        let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
+            label: Some("Camera Buffer"),
+            contents: bytemuck::cast_slice(&[camera_uniform]),
+            usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
+        });
+
+        let camera_bind_group_layout =
+            device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
+                entries: &[wgpu::BindGroupLayoutEntry {
+                    binding: 0,
+                    visibility: wgpu::ShaderStages::VERTEX,
+                    ty: wgpu::BindingType::Buffer {
+                        ty: wgpu::BufferBindingType::Uniform,
+                        has_dynamic_offset: false,
+                        min_binding_size: None,
+                    },
+                    count: None,
+                }],
+                label: Some("camera_bind_group_layout"),
+            });
+
+        let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
+            layout: &camera_bind_group_layout,
+            entries: &[wgpu::BindGroupEntry {
+                binding: 0,
+                resource: camera_buffer.as_entire_binding(),
+            }],
+            label: Some("camera_bind_group"),
+        });
+
         let render_pipeline_layout =
             device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                 label: Some("Render Pipeline Layout"),
-                bind_group_layouts: &[&texture_bind_group_layout], // NEW!
+                bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
                 push_constant_ranges: &[],
             });
 
@@ -311,6 +367,11 @@ impl State {
             num_indices,
             diffuse_bind_group,
             diffuse_texture, // NEW
+            camera,
+            camera_uniform,
+            camera_buffer,
+            camera_bind_group,
+            camera_controller,
         }
     }
 
@@ -328,10 +389,18 @@ impl State {
     }
 
     fn input(&mut self, event: &WindowEvent) -> bool {
-        false
+        self.camera_controller.process_events(event)
     }
 
-    fn update(&mut self) {}
+    fn update(&mut self) {
+        self.camera_controller.update_camera(&mut self.camera);
+        self.camera_uniform.update_view_proj(&self.camera);
+        self.queue.write_buffer(
+            &self.camera_buffer,
+            0,
+            bytemuck::cast_slice(&[self.camera_uniform]),
+        );
+    }
 
     fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
         let output = self.surface.get_current_texture()?;
@@ -369,6 +438,7 @@ impl State {
 
             render_pass.set_pipeline(&self.render_pipeline);
             render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
+            render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
             render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
             render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
             render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
diff --git a/src/shader.wgsl b/src/shader.wgsl
index 2970397..7d10e3f 100644
--- a/src/shader.wgsl
+++ b/src/shader.wgsl
@@ -1,5 +1,12 @@
 // Vertex shader
 
+struct CameraUniform {
+    view_proj: mat4x4<f32>,
+};
+
+@group(1) @binding(0) // 1.
+var<uniform> camera: CameraUniform;
+
 struct VertexInput {
     @location(0) position: vec3<f32>,
     @location(1) tex_coords: vec2<f32>,
@@ -16,7 +23,7 @@ fn vs_main(
 ) -> VertexOutput {
     var out: VertexOutput;
     out.tex_coords = model.tex_coords;
-    out.clip_position = vec4<f32>(model.position, 1.0);
+    out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
     return out;
 }
 
@@ -24,6 +31,7 @@ fn vs_main(
 
 @group(0) @binding(0)
 var t_diffuse: texture_2d<f32>;
+
 @group(0) @binding(1)
 var s_diffuse: sampler;