 vec4(1, 0, 0.5, 1);
}
`;

function createShader(gl, type, source) {
  var shader = gl.createShader(type);
  gl.shaderSource(shader, source);
  gl.compileShader(shader);
  var success = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  if (success) {
    return shader;
  }

  console.log(gl.getShaderInfoLog(shader));  // eslint-disable-line
  gl.deleteShader(shader);
  return undefined;
}

function createProgram(gl, vertexShader, fragmentShader) {
  var program = gl.createProgram();
  gl.attachShader(prog