.
    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);

    // 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 projectionMatrix =
        m4.perspective(fieldOfViewRadians, aspect, 1, 2000);
    gl.uniformMatrix4fv(projectionLocation, false, projectionMatrix);

    var cameraPosition = [0, 0, 2]