0);
  var modelXRotationRadians = degToRad(0);
  var modelYRotationRadians = degToRad(0);

  // Get the starting time.
  var then = 0;

  requestAnimationFrame(drawScene);

  function drawCube(aspect) {
    // Tell it to use our program (pair of shaders)
    gl.useProgram(program);

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

    // Compute the projection matrix
    var projectionMatrix =
        m4.perspective(fieldOfViewRadians, aspect, 1, 2000);

    var cameraPosition = [