;
    var target = [0, 0, 0];
    var up = [0, 1, 0];
    // Compute the camera's matrix using look at.
    var cameraMatrix = m4.lookAt(cameraPosition, target, up);

    // Make a view matrix from the camera matrix.
    var viewMatrix = m4.inverse(cameraMatrix);

    var worldMatrix = m4.xRotation(modelXRotationRadians);
    worldMatrix = m4.yRotate(worldMatrix, modelYRotationRadians);

    // Set the uniforms
    gl.uniformMatrix4fv(projectionLocation, false, projectionMatrix);
    gl.uniformMatrix4fv(vie