on with a_position, n
  // normal with a_normal etc..
  twgl.setAttributePrefix("a_");

  var sphereBufferInfo = flattenedPrimitives.createSphereBufferInfo(gl, 10, 12, 6);

  // setup GLSL program
  var programInfo = twgl.createProgramInfo(gl, [vs, fs]);

  var sphereVAO = twgl.createVAOFromBufferInfo(gl, programInfo, sphereBufferInfo);

  function degToRad(d) {
    return d * Math.PI / 180;
  }

  var fieldOfViewRadians = degToRad(60);

  var objectsToDraw = [];
  var objects = [];

  // Let's make all the