     gl.attachShader @_program, @_vertexShader
     gl.attachShader @_program, @_fragmentShader
 
-    gl.bindAttribLocation(@_program, VERTEX_INDEX_LOCATION, "a_VertexIndex")
+    gl.bindAttribLocation(@_program, VERTEX_INDEX_ATTRIBUTE_LOCATION, "a_VertexIndex")
     # Link the program object
     gl.linkProgram @_program
     # Check the result of linking


    @_createContext()

    @_createGeometry()

    @_compileShader(@_vertexShader, DEFAULT_VSHADER_SOURCE)
    @_compileShader(@_fragmentShader, DEFAULT_FSHADER_SOURCE)

    gl.bindBuffer gl.ARRAY_BUFFER, @_vertexBuffer
    gl.bufferData gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW

    gl.vertexAttribPointer VERTEX_INDEX_ATTRIBUTE_LOCATION, 1, gl.FLOAT, false, 0, 0
    gl.enableVertexAttribArray VERTEX_INDEX_ATTRIBUTE_LOCATION


  _setData: ->



  _render: ->


    width = @canvas.offsetWidth * (window.devicePixelRatio || 1)
    height = @canvas.offsetHeight * (window.devicePixelRatio || 1)

    unless width is @_width and height is @_height

      @_width = @canvas.width = width
      @_height = @canvas.height = height

      @gl.viewport 0, 0, width, height



    @gl.clearColor 0, 0, 0, 1
    @gl.clear @gl.COLOR_BUFFER_BIT
    @gl.drawArrays @gl.POINTS, 0, @vertexCount





