{
let squareVertexBuffer;
let vertices = [];
squareVertexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, squareVertexBuffer);
vertices.push(-.5); vertices.push(-.5); vertices.push(0.0);
vertices.push(1.0); vertices.push(0.0); vertices.push(0.0);
vertices.push(.5); vertices.push(-.5); vertices.push(0.0);
vertices.push(0.0); vertices.push(1.0); vertices.push(0.0);
vertices.push(.5); vertices.push(.5); vertices.push(0.0);
vertices.push(0.0); vertices.push(0.0); vertices.push(1.0);
vertices.push(-.5); vertices.push(.5); vertices.push(0.0);
vertices.push(0.0); vertices.push(0.0); vertices.push(0.0);
gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(vertices), gl.STATIC_DRAW);
squareVertexBuffer.numFloats = 3;
squareVertexBuffer.numVertices = 4;
var indices = [0,1,2, 0,2,3];
let squareVertexIndexBuffer;
squareVertexIndexBuffer = gl.createBuffer();
gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, squareVertexIndexBuffer);
gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, new Uint16Array(indices), gl.STATIC_DRAW);
squareVertexIndexBuffer.itemsize = 1;
squareVertexIndexBuffer.numItems = 6;
draw(squareVertexBuffer, squareVertexIndexBuffer)
return "OK"
}