ation, 0);

            for (i = 0; i < TextureTypes.RGB8UI; ++i) {
                gl.viewport(viewport[i].x, viewport[i].y, viewport[i].z, viewport[i].w);
                gl.bindTexture(gl.TEXTURE_2D, textures[i]);
                gl.drawArrays(gl.TRIANGLES, 0, 6);
            }

            // Unsigned int textures
            gl.useProgram(programUint);
            gl.uniformMatrix4fv(mvpUintLocation, false, matrix);
            gl.uniform1i(diffuseUintLocation, 0);

            for (i = TextureTypes.RG