er);
  gl.vertexAttribPointer(vertexPositionAttribute, 2, gl.FLOAT, false, 0, 0);
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indiciesBuffer);

  var drawFunction = function(now) {

    if(!globalObjectRef.running) return;

    gl.clearColor(0.0, 0.0, 0.0, 1.0);
    gl.clear(gl.COLOR_BUFFER_BIT);
    
    gl.drawElements(gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0);

    requestAnimationFrame(drawFunction);
  };
  
  requestAnimationFrame(drawFunction);

}

function trySetUniform1f(gl, shaderProgram, name, x) {
  va