       $scope.gl.enableVertexAttribArray attributeSize
       $scope.gl.vertexAttribPointer attributeSize, 1, $scope.gl.FLOAT, false, 0, 0
       
-      $scope.gl.bindBuffer($scope.gl.ARRAY_BUFFER, $scope.colorArrayBufferOffScreen)   # Bind point color
+      $scope.gl.bindBuffer($scope.gl.ARRAY_BUFFER, $scope.colorArrayBuffer)   # Bind point color
       attributeCol = $scope.gl.getAttribLocation($scope.pointProgram, 'color')
       $scope.gl.enableVertexAttribArray attributeCol     
       $scope.gl.vertexAttribPointer attributeCol, 4, $scope.gl.FLOAT, false, 0, 0

      matrixLoc = $scope.gl.getUniformLocation($scope.pointProgram, 'mapMatrix')
      $scope.gl.uniformMatrix4fv matrixLoc, false, mapMatrix

      # On SCREEN
      # Bind Shader attributes
      $scope.gl.bindFramebuffer($scope.gl.FRAMEBUFFER, $scope.framebuffer);
      $scope.gl.bindBuffer($scope.gl.ARRAY_BUFFER, $scope.pointArrayBuffer)           # Bind world coord

      $scope.gl.bindBuffer $scope.gl.ARRAY_BUFFER, $scope.sizeArrayBuffer
      $scope.gl.bufferData $scope.gl.ARRAY_BUFFER, city_dots.point_size, $scope.gl.STATIC_DRAW

      $scope.colorArrayBuffer = $scope.gl.createBuffer()                                 # pColorArrayBuffer
      $scope.gl.bindBuffer $scope.gl.ARRAY_BUFFER, $scope.colorArrayBuffer
      $scope.gl.bufferData $scope.gl.ARRAY_BUFFER, city_dots.point_color, $scope.gl.STATIC_DRAW

    
