rray[idx++] = 1.0 * s;
        quadArray[idx++] = -1.0 * s;
        quadArray[idx++] = 0.0;

        var vertexObject = gl.createBuffer();
        gl.bindBuffer(gl.ARRAY_BUFFER, vertexObject);
        gl.bufferData(gl.ARRAY_BUFFER, quadArray, drawType);

        // Create an unsigned int index buffer that indexes the last 4 vertices
        var baseIndex = (quadArrayLen / 3) - 4;

        var indexObject = gl.createBuffer();
        gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexObject);
        gl.bufferData(