UBufferUsage.COPY_DST,
  });

  const changingVertexBuffer = device.createBuffer({
    label: 'changing storage for objects',
    size: changingVertexBufferSize,
    usage: GPUBufferUsage.VERTEX | GPUBufferUsage.COPY_DST,
  });

  // offsets to the various uniform values in float32 indices
  const kColorOffset = 0;

  const kOffsetOffset = 0;
  const kScaleOffset = 2;

  {
    const staticVertexValuesU8 = new Uint8Array(staticVertexBufferSize);
    for (let i = 0; i < kNumObjects; ++i) {
      const staticO