iply(mat, lookAt);
    mat = m4.scale(mat, [1, 1, scale]);
    mat = m4.translate(mat, [0, 0, -0.5]);
    twgl.primitives.reorientVertices(cube, mat);
    normVertices.push(cube);
  }

  return twgl.primitives.concatVertices(normVertices);
}

function createApp(gl) {

  // Create Shader Programs
  var vertexColorProgramInfo = twgl.createProgramInfo(gl, [
      'vertexColorVertexShader',
      'vertexColorFragmentShader',
  ]);
  var litProgramInfo = twgl.createProgramInfo(gl, [
      'vertexColorFakeLightVe