elViewMatrix, modelViewMatrix, cubeRotation * 0.7, [0.0, 1.0, 0.0])
      mat4.rotate(modelViewMatrix, modelViewMatrix, cubeRotation * 0.3, [1.0, 0.0, 0.0])

      {
        const numComponents = 3
        const type = gl.FLOAT
        const normalize = false
        const stride = 0
        const offset = 0
        gl.bindBuffer(gl.ARRAY_BUFFER, buffers.position)
        gl.vertexAttribPointer(
          programInfo.attribLocations.vertexPosition,
          numComponents,
          type,
          normaliz