draw = {
const a_vertex = gl.getAttribLocation(program, "a_vertex");
const u_size = gl.getUniformLocation(program, "u_size");
const buffer = gl.createBuffer();
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.bufferData(gl.ARRAY_BUFFER, Float32Array.of(-1, -1, +1, -1, +1, +1, -1, +1), gl.STATIC_DRAW);
gl.useProgram(program);
gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
gl.enableVertexAttribArray(a_vertex);
gl.vertexAttribPointer(a_vertex, 2, gl.FLOAT, false, 0, 0);
gl.uniform2f(u_size, viewof gl.width, viewof gl.height);
gl.drawArrays(gl.TRIANGLE_FAN, 0, 4);
}