omBufferInfo(
      gl, attribSetters, bufferInfo);

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

  var fieldOfViewRadians = degToRad(60);

  var uniformsThatAreTheSameForAllObjects = {
    u_lightWorldPos:         [-50, 30, 100],
    u_viewInverse:           m4.identity(),
    u_lightColor:            [1, 1, 1, 1],
  };

  var uniformsThatAreComputedForEachObject = {
    u_worldViewProjection:   m4.identity(),
    u_world:                 m4.identity(),
    u_worldInverseTranspose: m4.identi