ocation = gl.getUniformLocation(program, "u_outerLimit");
  var lightWorldPositionLocation =
      gl.getUniformLocation(program, "u_lightWorldPosition");
  var viewWorldPositionLocation =
      gl.getUniformLocation(program, "u_viewWorldPosition");
  var worldLocation =
      gl.getUniformLocation(program, "u_world");


  // Create a vertex array object (attribute state)
  var vao = gl.createVertexArray();

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

  // Turn on the a