 sphere.positions);
        let lightIndices = app.createIndexBuffer(PicoGL.UNSIGNED_SHORT, sphere.indices);

        let sphereArray = app.createVertexArray()
        .vertexAttributeBuffer(0, lightPositions)
        .indexBuffer(lightIndices);

        // CAMERA STUFF
        let projMatrix = mat4.create();
        mat4.perspective(projMatrix, Math.PI / 2, canvas.width / canvas.height, 0.1, 10.0);

        let viewMatrix = mat4.create();
        let eyePosition = vec3.fromValues(1, 1, 1);
        mat4.loo