ble(gl.DEPTH_TEST);
      gl.depthFunc(gl.LEQUAL);

      // Configure `program`
      program = new Program(gl, 'vertex-shader', 'fragment-shader');

      const uniforms = [
        'uProjectionMatrix',
        'uModelViewMatrix',
        'uNormalMatrix',
        'uMaterialDiffuse',
        'uMaterialAmbient',
        'uMaterialSpecular',
        'uLightAmbient',
        'uLightDiffuse',
        'uLightSpecular',
        'uLightPosition',
        'uShininess',
        'uUpdateLight',
        'uWireframe'
