tion");
  var colorLoc = gl.getAttribLocation(program, "a_color");
  var worldViewProjectionLoc =
      gl.getUniformLocation(program, "u_worldViewProjection");
  var colorMultLoc = gl.getUniformLocation(program, "u_colorMult");

  var buffer = gl.createBuffer();
  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
  gl.bufferData(
      gl.ARRAY_BUFFER,
      new Float32Array(cubeVertices),
      gl.STATIC_DRAW);
  gl.enableVertexAttribArray(positionLoc);
  gl.vertexAttribPointer(positionLoc, 3, gl.FLOAT, false, 0, 0