 8, world);
    drawModel(litProgramInfo, sphereBufferInfo, gl.TRIANGLES, sphereUniforms, world);
    drawModel(vertexColorProgramInfo, sphereNormalsBufferInfo, gl.TRIANGLES, normalUniforms, world);
    m4.translation([ 60, 0, 0], world);
    m4.rotateY(world, clock / 8, world);
    drawModel(litProgramInfo, cubeBufferInfo, gl.TRIANGLES, cubeUniforms, world);
    drawModel(vertexColorProgramInfo, cubeNormalsBufferInfo, gl.TRIANGLES, normalUniforms, world);
    //m4.translation([0, -100, 0], world);
    //m4