

    // Bind the attribute/buffer set we want.
    gl.bindVertexArray(vao);

    // Set the color.
    gl.uniform4fv(colorLocation, color);

    // Compute the matrices
    var projectionMatrix = m3.projection(
        gl.canvas.clientWidth, gl.canvas.clientHeight);
    var translationMatrix = m3.translation(translation[0], translation[1]);
    var rotationMatrix = m3.rotation(rotationInRadians);
    var scaleMatrix = m3.scaling(scale[0], scale[1]);

    // Multiply the matrices.
    var matrix = m3.multip