createShaderProgram(gl, getSource(VERTEX_SHADER),
getSource(FRAGMENT_SHADER));
gl.glUseProgram(_program);
// Get attribute locations
_positionLoc = gl.glGetAttribLocation(_program, "position");
_texCoordLoc = gl.glGetAttribLocation(_program, "texCoord");
_normalLoc = gl.glGetAttribLocation(_program, "normal");
// Get uniform locations
_matrixLoc = gl.glGetUniformLocation(_program, "matrix");