e,
          stride,
          offset);
        gl.enableVertexAttribArray(
          programInfo.attribLocations.vertexPosition)
      }

      {
        const numComponents = 4
        const type = gl.FLOAT
        const normalize = false
        const stride = 0
        const offset = 0
        gl.bindBuffer(gl.ARRAY_BUFFER, buffers.color)
        gl.vertexAttribPointer(
          programInfo.attribLocations.vertexColor,
          numComponents,
          type,
          normalize,
          stride,
    