text: "use strict";
  
  var gl;
  var points;
  
  window.onload = function init()
  {
      var canvas = document.getElementById( "gl-canvas" );
  
      gl = WebGLUtils.setupWebGL( canvas );
      if ( !gl ) { alert( "WebGL isn't available" ); }
  
  
      // Four Vertices
  
      var vertices = new Float32Array([
        -0.5, -0.5,
        -0.5,  0.5,
        0.5, 0.5,
        0.5, -0.5
      ]);
  
  
      //
      //  Configure WebGL
      //
      gl.viewport( 0, 0, canvas.width, canvas.height );
      gl.clearColor( 0.0, 0.0, 0.0, 1.0 );
  
      //  Load shaders and initialize attribute buffers
  
      var program = initShaders( gl, "vertex-shader", "fragment-shader" );
      gl.useProgram( program );
  
      // Load the data into the GPU
  
      var bufferId = gl.createBuffer();
      gl.bindBuffer( gl.ARRAY_BUFFER, bufferId );
      gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );
  
      // Associate out shader variables with our data buffer
  
      var vPosition = gl.getAttribLocation( program, "vPosition" );
      gl.vertexAttribPointer( vPosition, 2, gl.FLOAT, false, 0, 0 );
      gl.enableVertexAttribArray( vPosition );
  
      render();
  };
  
  
  function render() {
      gl.clear( gl.COLOR_BUFFER_BIT );
      gl.drawArrays( gl.TRIANGLE_FAN, 0, 4 );
  }
  