function rotationZ(angleInRadians, dst) {
  dst = dst || new MatType(16);
  var c = Math.cos(angleInRadians);
  var s = Math.sin(angleInRadians);
  dst[0] = c;
  dst[1] = s;
  dst[2] = 0;
  dst[3] = 0;
  dst[4] = -s;
  dst[5] = c;
  dst[6] = 0;
  dst[7] = 0;
  dst[8] = 0;
  dst[9] = 0;
  dst[10] = 1;
  dst[11] = 0;
  dst[12] = 0;
  dst[13] = 0;
  dst[14] = 0;
  dst[15] = 1;
  return dst;
}
Creates a 4-by-4 matrix which rotates around the z-axis by the given angle.
@param {number} angleInRadians The angle by which to rotate (in radians).
@param {module:twgl/m4.Mat4} [dst] matrix to hold result. If not passed a new one is created.
@return {module:twgl/m4.Mat4} The rotation matrix.
@memberOf module:twgl/m4