
    m4.multiply(m4.yRotation(0.01), moonNode.localMatrix , moonNode.localMatrix);

    // Update all world matrices in the scene graph
    sunNode.updateWorldMatrix();

    // Compute all the matrices for rendering
    objects.forEach(function(object) {
        object.drawInfo.uniforms.u_matrix = m4.multiply(viewProjectionMatrix, object.worldMatrix);
    });

    // ------ Draw the objects --------

    twgl.drawObjectList(gl, objectsToDraw);

    requestAnimationFrame(drawScene);
  }
}

main();
</script>
