
  // create the color buffer, make it the current ARRAY_BUFFER
  // and copy in the color values
  var colorBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
  setColors(gl);

  // Turn on the attribute
  gl.enableVertexAttribArray(colorAttributeLocation);

  // Tell the attribute how to get data out of colorBuffer (ARRAY_BUFFER)
  var size = 3;          // 3 components per iteration
  var type = gl.UNSIGNED_BYTE;   // the data is 8bit unsigned bytes
  var normalize = true;  // con