nable(gl.CULL_FACE);

    const fov = 60 * Math.PI / 180;
    const aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
    const near = 0.1;
    const far = 200;
    const projection = m4.perspective(fov, aspect, near, far);

    const eye = [Math.cos(time) * 30, 10, Math.sin(time) * 30];
    const target = [0, 0, 0];
    const up = [0, 1, 0];
    const camera = m4.lookAt(eye, target, up);
    const view = m4.inverse(camera);
    const model = m4.identity();

    gl.useProgram(programInfo.program);

 