draw = {
bufferBind;
webglUtils.resizeCanvasToDisplaySize(gl.canvas);
gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
gl.clearColor(0, 0, 0, 0);
gl.clear(gl.COLOR_BUFFER_BIT);
gl.useProgram(program)
gl.uniform2f(resolutionUniformLocation, gl.canvas.width, gl.canvas.height)
gl.enableVertexAttribArray(positionAttributeLocation);
gl.bindBuffer(gl.ARRAY_BUFFER,positionBuffer);
var size = 2;
var type = gl.FLOAT;
var normalize = false;
var stride = 0;
var offset = 0;
gl.vertexAttribPointer(positionAttributeLocation,size,type,normalize,stride,offset)
for (var ii = 0; ii < 50; ++ii){
setRectangle(gl,
randomInt(300),
randomInt(300),
randomInt(300),
randomInt(300),
)
gl.uniform4f(colorUniformLocation, Math.random(),Math.random(),Math.random(), 1)
var offset = 0;
var count = 6;
gl.drawArrays(gl.TRIANGLES, offset, count)
}
}