Position = uProjectionMatrix * uModelViewMatrix * vec4(aVertexPosition, 1.0);
    }
  </script>

  <script id="fragment-shader" type="x-shader/x-fragment">
    #version 300 es
    precision mediump float;

    const int numLights = 4;

    uniform vec3 uLd[numLights];
    uniform vec3 uLs[numLights];
    uniform vec3 uLightPosition[numLights];
    uniform vec3 uKa;
    uniform vec3 uKd;
    uniform vec3 uKs;
    uniform float uNs;
    uniform float uD;
    uniform int uIllum;
    uniform bool uWireframe;

 