enderPass(renderPassDescriptor);
    pass.setPipeline(pipeline);
    pass.setVertexBuffer(0, vertexBuffer);

    const aspect = canvas.clientWidth / canvas.clientHeight;
    const projection = mat4.perspective(
        degToRad(60),
        aspect,
        1,      // zNear
        2000,   // zFar
    );

    const eye = [100, 150, 200];
    const target = [0, 35, 0];
    const up = [0, 1, 0];

    // Compute a view matrix
    const viewMatrix = mat4.lookAt(eye, target, up);

    // Combine the view and proj