iformMatrix4fv(matrixLocation, false, matrix);

    // Tell the shader to use texture unit 0 for u_texture
    gl.uniform1i(textureLocation, 0);

    // Draw the geometry.
    var primitiveType = gl.TRIANGLES;
    var offset = 0;
    var count = 6 * 6;
    gl.drawArrays(primitiveType, offset, count);
  }

  // Draw the scene.
  function drawScene(time) {
    // convert to seconds
    time *= 0.001;
    // Subtract the previous time from the current time
    var deltaTime = time - then;
    // Remember the c