atrix = m4.translate(worldMatrix, 0, 0, object.radius,
         uniformsThatAreComputedForEachObject.u_world);

      // Multiply the matrices.
      m4.multiply(viewProjectionMatrix, worldMatrix, uniformsThatAreComputedForEachObject.u_worldViewProjection);
      m4.transpose(m4.inverse(worldMatrix), uniformsThatAreComputedForEachObject.u_worldInverseTranspose);

      // Set the uniforms we just computed
      twgl.setUniforms(uniformSetters, uniformsThatAreComputedForEachObject);

      // Set the uniform