 1.0, -1.0]), drawType);
    gl.enableVertexAttribArray(0);
    gl.vertexAttribPointer(0, 2, gl.FLOAT, false, 0, 0);

    var bufferIncomplete = gl.createBuffer();
    gl.bindBuffer(gl.ARRAY_BUFFER, bufferIncomplete);
    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array([0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2, 0.2]), drawType);
    gl.enableVertexAttribArray(1);
    gl.vertexAttribPointer(1, 4, gl.FLOAT, false, 0, 0);

    var glProgram = wtu.setupProgram(gl, ["vsCheckOutOfBounds", wtu.simpleV