multiply(viewProjectionMatrix, worldMatrix);
    var worldInverseMatrix = m4.inverse(worldMatrix);
    var worldInverseTransposeMatrix = m4.transpose(worldInverseMatrix);

    // Set the matrices
    gl.uniformMatrix4fv(worldViewProjectionLocation, false, worldViewProjectionMatrix);
    gl.uniformMatrix4fv(worldInverseTransposeLocation, false, worldInverseTransposeMatrix);
    gl.uniformMatrix4fv(worldLocation, false, worldMatrix);

    // Set the color to use
    gl.uniform4fv(colorLocation, [0.2, 1, 0.2, 