 program.\n" + gl.getProgramInfoLog(shaderProgram);
  }
  gl.useProgram(shaderProgram);
  
  var vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
  gl.enableVertexAttribArray(vertexPositionAttribute);

  var verticesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, verticesBuffer);
  gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);

  var indiciesBuffer = gl.createBuffer();
  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indiciesBuffer);
  gl.b