ribute state)
  var vao = gl.createVertexArray();

  // and make it the one we're currently working with
  gl.bindVertexArray(vao);

  // Create a buffer for positions
  var positionBuffer = gl.createBuffer();
  // Bind it to ARRAY_BUFFER (think of it as ARRAY_BUFFER = positionBuffer)
  gl.bindBuffer(gl.ARRAY_BUFFER, positionBuffer);
  // Put the positions in the buffer
  setGeometry(gl);

  // Turn on the position attribute
  gl.enableVertexAttribArray(positionLocation);

  // Tell the position attribute h