ufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indicies), gl.STATIC_DRAW);

  trySetUniform2f(gl, shaderProgram, "injectionSwitch", 0.0, 1.0);
  trySetUniform1f(gl, shaderProgram, "time", 0.0);
  trySetUniform2f(gl, shaderProgram, "mouse", 0.0, 0.0);
  trySetUniform2f(gl, shaderProgram, "resolution", canvas.width, canvas.height);
  
  globalObject = { running : true, id : globalCounter, gl : gl };
  globalCounter += 1;

  var globalObjectRef = globalObject;

  gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuff