ed.
    gl.enable(gl.CULL_FACE);

    // Enable the depth buffer
    gl.enable(gl.DEPTH_TEST);

    // 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 aspect = gl.canvas.clientWidth / gl.canvas.clientHeight;
    var zNear = 1;
    var zFar = 2000;
    var projectionMatrix = m4.perspective(fieldOfViewRadians, aspect, zNear, zFar);

    // Compute the camera's matr