setup = {
const positions = gl.getAttribLocation(program, "position");
gl.viewport(0, 0, viewof gl.width, viewof gl.height);
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
gl.vertexAttribPointer(positions, 2, gl.FLOAT, false, 0, 0);
gl.enableVertexAttribArray(positions);
}