rspective(fieldOfViewRadians, aspect, 1, 2000);

    // Compute the camera's matrix using look at.
    var cameraPosition = [0, 0, 100];
    var target = [0, 0, 0];
    var up = [0, 1, 0];
    var cameraMatrix = m4.lookAt(cameraPosition, target, up, uniformsThatAreTheSameForAllObjects.u_viewInverse);

    // Make a view matrix from the camera matrix.
    var viewMatrix = m4.inverse(cameraMatrix);

    var viewProjectionMatrix = m4.multiply(projectionMatrix, viewMatrix);

    gl.useProgram(program);

    // 