diff --git a/lab4/lib/cuon-matrix.js b/lab4/lib/cuon-matrix.js
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+++ b/lab4/lib/cuon-matrix.js
@@ -0,0 +1,741 @@
+// cuon-matrix.js (c) 2012 kanda and matsuda
+/** 
+ * This is a class treating 4x4 matrix.
+ * This class contains the function that is equivalent to OpenGL matrix stack.
+ * The matrix after conversion is calculated by multiplying a conversion matrix from the right.
+ * The matrix is replaced by the calculated result.
+ */
+
+/**
+ * Constructor of Matrix4
+ * If opt_src is specified, new matrix is initialized by opt_src.
+ * Otherwise, new matrix is initialized by identity matrix.
+ * @param opt_src source matrix(option)
+ */
+var Matrix4 = function(opt_src) {
+  var i, s, d;
+  if (opt_src && typeof opt_src === 'object' && opt_src.hasOwnProperty('elements')) {
+    s = opt_src.elements;
+    d = new Float32Array(16);
+    for (i = 0; i < 16; ++i) {
+      d[i] = s[i];
+    }
+    this.elements = d;
+  } else {
+    this.elements = new Float32Array([1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1]);
+  }
+};
+
+/**
+ * Set the identity matrix.
+ * @return this
+ */
+Matrix4.prototype.setIdentity = function() {
+  var e = this.elements;
+  e[0] = 1;   e[4] = 0;   e[8]  = 0;   e[12] = 0;
+  e[1] = 0;   e[5] = 1;   e[9]  = 0;   e[13] = 0;
+  e[2] = 0;   e[6] = 0;   e[10] = 1;   e[14] = 0;
+  e[3] = 0;   e[7] = 0;   e[11] = 0;   e[15] = 1;
+  return this;
+};
+
+/**
+ * Copy matrix.
+ * @param src source matrix
+ * @return this
+ */
+Matrix4.prototype.set = function(src) {
+  var i, s, d;
+
+  s = src.elements;
+  d = this.elements;
+
+  if (s === d) {
+    return;
+  }
+    
+  for (i = 0; i < 16; ++i) {
+    d[i] = s[i];
+  }
+
+  return this;
+};
+
+/**
+ * Multiply the matrix from the right.
+ * @param other The multiply matrix
+ * @return this
+ */
+Matrix4.prototype.concat = function(other) {
+  var i, e, a, b, ai0, ai1, ai2, ai3;
+  
+  // Calculate e = a * b
+  e = this.elements;
+  a = this.elements;
+  b = other.elements;
+  
+  // If e equals b, copy b to temporary matrix.
+  if (e === b) {
+    b = new Float32Array(16);
+    for (i = 0; i < 16; ++i) {
+      b[i] = e[i];
+    }
+  }
+  
+  for (i = 0; i < 4; i++) {
+    ai0=a[i];  ai1=a[i+4];  ai2=a[i+8];  ai3=a[i+12];
+    e[i]    = ai0 * b[0]  + ai1 * b[1]  + ai2 * b[2]  + ai3 * b[3];
+    e[i+4]  = ai0 * b[4]  + ai1 * b[5]  + ai2 * b[6]  + ai3 * b[7];
+    e[i+8]  = ai0 * b[8]  + ai1 * b[9]  + ai2 * b[10] + ai3 * b[11];
+    e[i+12] = ai0 * b[12] + ai1 * b[13] + ai2 * b[14] + ai3 * b[15];
+  }
+  
+  return this;
+};
+Matrix4.prototype.multiply = Matrix4.prototype.concat;
+
+/**
+ * Multiply the three-dimensional vector.
+ * @param pos  The multiply vector
+ * @return The result of multiplication(Float32Array)
+ */
+Matrix4.prototype.multiplyVector3 = function(pos) {
+  var e = this.elements;
+  var p = pos.elements;
+  var v = new Vector3();
+  var result = v.elements;
+
+  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + e[12];
+  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + e[13];
+  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + e[14];
+
+  return v;
+};
+
+/**
+ * Multiply the four-dimensional vector.
+ * @param pos  The multiply vector
+ * @return The result of multiplication(Float32Array)
+ */
+Matrix4.prototype.multiplyVector4 = function(pos) {
+  var e = this.elements;
+  var p = pos.elements;
+  var v = new Vector4();
+  var result = v.elements;
+
+  result[0] = p[0] * e[0] + p[1] * e[4] + p[2] * e[ 8] + p[3] * e[12];
+  result[1] = p[0] * e[1] + p[1] * e[5] + p[2] * e[ 9] + p[3] * e[13];
+  result[2] = p[0] * e[2] + p[1] * e[6] + p[2] * e[10] + p[3] * e[14];
+  result[3] = p[0] * e[3] + p[1] * e[7] + p[2] * e[11] + p[3] * e[15];
+
+  return v;
+};
+
+/**
+ * Transpose the matrix.
+ * @return this
+ */
+Matrix4.prototype.transpose = function() {
+  var e, t;
+
+  e = this.elements;
+
+  t = e[ 1];  e[ 1] = e[ 4];  e[ 4] = t;
+  t = e[ 2];  e[ 2] = e[ 8];  e[ 8] = t;
+  t = e[ 3];  e[ 3] = e[12];  e[12] = t;
+  t = e[ 6];  e[ 6] = e[ 9];  e[ 9] = t;
+  t = e[ 7];  e[ 7] = e[13];  e[13] = t;
+  t = e[11];  e[11] = e[14];  e[14] = t;
+
+  return this;
+};
+
+/**
+ * Calculate the inverse matrix of specified matrix, and set to this.
+ * @param other The source matrix
+ * @return this
+ */
+Matrix4.prototype.setInverseOf = function(other) {
+  var i, s, d, inv, det;
+
+  s = other.elements;
+  d = this.elements;
+  inv = new Float32Array(16);
+
+  inv[0]  =   s[5]*s[10]*s[15] - s[5] *s[11]*s[14] - s[9] *s[6]*s[15]
+            + s[9]*s[7] *s[14] + s[13]*s[6] *s[11] - s[13]*s[7]*s[10];
+  inv[4]  = - s[4]*s[10]*s[15] + s[4] *s[11]*s[14] + s[8] *s[6]*s[15]
+            - s[8]*s[7] *s[14] - s[12]*s[6] *s[11] + s[12]*s[7]*s[10];
+  inv[8]  =   s[4]*s[9] *s[15] - s[4] *s[11]*s[13] - s[8] *s[5]*s[15]
+            + s[8]*s[7] *s[13] + s[12]*s[5] *s[11] - s[12]*s[7]*s[9];
+  inv[12] = - s[4]*s[9] *s[14] + s[4] *s[10]*s[13] + s[8] *s[5]*s[14]
+            - s[8]*s[6] *s[13] - s[12]*s[5] *s[10] + s[12]*s[6]*s[9];
+
+  inv[1]  = - s[1]*s[10]*s[15] + s[1] *s[11]*s[14] + s[9] *s[2]*s[15]
+            - s[9]*s[3] *s[14] - s[13]*s[2] *s[11] + s[13]*s[3]*s[10];
+  inv[5]  =   s[0]*s[10]*s[15] - s[0] *s[11]*s[14] - s[8] *s[2]*s[15]
+            + s[8]*s[3] *s[14] + s[12]*s[2] *s[11] - s[12]*s[3]*s[10];
+  inv[9]  = - s[0]*s[9] *s[15] + s[0] *s[11]*s[13] + s[8] *s[1]*s[15]
+            - s[8]*s[3] *s[13] - s[12]*s[1] *s[11] + s[12]*s[3]*s[9];
+  inv[13] =   s[0]*s[9] *s[14] - s[0] *s[10]*s[13] - s[8] *s[1]*s[14]
+            + s[8]*s[2] *s[13] + s[12]*s[1] *s[10] - s[12]*s[2]*s[9];
+
+  inv[2]  =   s[1]*s[6]*s[15] - s[1] *s[7]*s[14] - s[5] *s[2]*s[15]
+            + s[5]*s[3]*s[14] + s[13]*s[2]*s[7]  - s[13]*s[3]*s[6];
+  inv[6]  = - s[0]*s[6]*s[15] + s[0] *s[7]*s[14] + s[4] *s[2]*s[15]
+            - s[4]*s[3]*s[14] - s[12]*s[2]*s[7]  + s[12]*s[3]*s[6];
+  inv[10] =   s[0]*s[5]*s[15] - s[0] *s[7]*s[13] - s[4] *s[1]*s[15]
+            + s[4]*s[3]*s[13] + s[12]*s[1]*s[7]  - s[12]*s[3]*s[5];
+  inv[14] = - s[0]*s[5]*s[14] + s[0] *s[6]*s[13] + s[4] *s[1]*s[14]
+            - s[4]*s[2]*s[13] - s[12]*s[1]*s[6]  + s[12]*s[2]*s[5];
+
+  inv[3]  = - s[1]*s[6]*s[11] + s[1]*s[7]*s[10] + s[5]*s[2]*s[11]
+            - s[5]*s[3]*s[10] - s[9]*s[2]*s[7]  + s[9]*s[3]*s[6];
+  inv[7]  =   s[0]*s[6]*s[11] - s[0]*s[7]*s[10] - s[4]*s[2]*s[11]
+            + s[4]*s[3]*s[10] + s[8]*s[2]*s[7]  - s[8]*s[3]*s[6];
+  inv[11] = - s[0]*s[5]*s[11] + s[0]*s[7]*s[9]  + s[4]*s[1]*s[11]
+            - s[4]*s[3]*s[9]  - s[8]*s[1]*s[7]  + s[8]*s[3]*s[5];
+  inv[15] =   s[0]*s[5]*s[10] - s[0]*s[6]*s[9]  - s[4]*s[1]*s[10]
+            + s[4]*s[2]*s[9]  + s[8]*s[1]*s[6]  - s[8]*s[2]*s[5];
+
+  det = s[0]*inv[0] + s[1]*inv[4] + s[2]*inv[8] + s[3]*inv[12];
+  if (det === 0) {
+    return this;
+  }
+
+  det = 1 / det;
+  for (i = 0; i < 16; i++) {
+    d[i] = inv[i] * det;
+  }
+
+  return this;
+};
+
+/**
+ * Calculate the inverse matrix of this, and set to this.
+ * @return this
+ */
+Matrix4.prototype.invert = function() {
+  return this.setInverseOf(this);
+};
+
+/**
+ * Set the orthographic projection matrix.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @return this
+ */
+Matrix4.prototype.setOrtho = function(left, right, bottom, top, near, far) {
+  var e, rw, rh, rd;
+
+  if (left === right || bottom === top || near === far) {
+    throw 'null frustum';
+  }
+
+  rw = 1 / (right - left);
+  rh = 1 / (top - bottom);
+  rd = 1 / (far - near);
+
+  e = this.elements;
+
+  e[0]  = 2 * rw;
+  e[1]  = 0;
+  e[2]  = 0;
+  e[3]  = 0;
+
+  e[4]  = 0;
+  e[5]  = 2 * rh;
+  e[6]  = 0;
+  e[7]  = 0;
+
+  e[8]  = 0;
+  e[9]  = 0;
+  e[10] = -2 * rd;
+  e[11] = 0;
+
+  e[12] = -(right + left) * rw;
+  e[13] = -(top + bottom) * rh;
+  e[14] = -(far + near) * rd;
+  e[15] = 1;
+
+  return this;
+};
+
+/**
+ * Multiply the orthographic projection matrix from the right.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @param far The distances to the farther depth clipping plane. This value is minus if the plane is to be behind the viewer.
+ * @return this
+ */
+Matrix4.prototype.ortho = function(left, right, bottom, top, near, far) {
+  return this.concat(new Matrix4().setOrtho(left, right, bottom, top, near, far));
+};
+
+/**
+ * Set the perspective projection matrix.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.setFrustum = function(left, right, bottom, top, near, far) {
+  var e, rw, rh, rd;
+
+  if (left === right || top === bottom || near === far) {
+    throw 'null frustum';
+  }
+  if (near <= 0) {
+    throw 'near <= 0';
+  }
+  if (far <= 0) {
+    throw 'far <= 0';
+  }
+
+  rw = 1 / (right - left);
+  rh = 1 / (top - bottom);
+  rd = 1 / (far - near);
+
+  e = this.elements;
+
+  e[ 0] = 2 * near * rw;
+  e[ 1] = 0;
+  e[ 2] = 0;
+  e[ 3] = 0;
+
+  e[ 4] = 0;
+  e[ 5] = 2 * near * rh;
+  e[ 6] = 0;
+  e[ 7] = 0;
+
+  e[ 8] = (right + left) * rw;
+  e[ 9] = (top + bottom) * rh;
+  e[10] = -(far + near) * rd;
+  e[11] = -1;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = -2 * near * far * rd;
+  e[15] = 0;
+
+  return this;
+};
+
+/**
+ * Multiply the perspective projection matrix from the right.
+ * @param left The coordinate of the left of clipping plane.
+ * @param right The coordinate of the right of clipping plane.
+ * @param bottom The coordinate of the bottom of clipping plane.
+ * @param top The coordinate of the top top clipping plane.
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.frustum = function(left, right, bottom, top, near, far) {
+  return this.concat(new Matrix4().setFrustum(left, right, bottom, top, near, far));
+};
+
+/**
+ * Set the perspective projection matrix by fovy and aspect.
+ * @param fovy The angle between the upper and lower sides of the frustum.
+ * @param aspect The aspect ratio of the frustum. (width/height)
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.setPerspective = function(fovy, aspect, near, far) {
+  var e, rd, s, ct;
+
+  if (near === far || aspect === 0) {
+    throw 'null frustum';
+  }
+  if (near <= 0) {
+    throw 'near <= 0';
+  }
+  if (far <= 0) {
+    throw 'far <= 0';
+  }
+
+  fovy = Math.PI * fovy / 180 / 2;
+  s = Math.sin(fovy);
+  if (s === 0) {
+    throw 'null frustum';
+  }
+
+  rd = 1 / (far - near);
+  ct = Math.cos(fovy) / s;
+
+  e = this.elements;
+
+  e[0]  = ct / aspect;
+  e[1]  = 0;
+  e[2]  = 0;
+  e[3]  = 0;
+
+  e[4]  = 0;
+  e[5]  = ct;
+  e[6]  = 0;
+  e[7]  = 0;
+
+  e[8]  = 0;
+  e[9]  = 0;
+  e[10] = -(far + near) * rd;
+  e[11] = -1;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = -2 * near * far * rd;
+  e[15] = 0;
+
+  return this;
+};
+
+/**
+ * Multiply the perspective projection matrix from the right.
+ * @param fovy The angle between the upper and lower sides of the frustum.
+ * @param aspect The aspect ratio of the frustum. (width/height)
+ * @param near The distances to the nearer depth clipping plane. This value must be plus value.
+ * @param far The distances to the farther depth clipping plane. This value must be plus value.
+ * @return this
+ */
+Matrix4.prototype.perspective = function(fovy, aspect, near, far) {
+  return this.concat(new Matrix4().setPerspective(fovy, aspect, near, far));
+};
+
+/**
+ * Set the matrix for scaling.
+ * @param x The scale factor along the X axis
+ * @param y The scale factor along the Y axis
+ * @param z The scale factor along the Z axis
+ * @return this
+ */
+Matrix4.prototype.setScale = function(x, y, z) {
+  var e = this.elements;
+  e[0] = x;  e[4] = 0;  e[8]  = 0;  e[12] = 0;
+  e[1] = 0;  e[5] = y;  e[9]  = 0;  e[13] = 0;
+  e[2] = 0;  e[6] = 0;  e[10] = z;  e[14] = 0;
+  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  return this;
+};
+
+/**
+ * Multiply the matrix for scaling from the right.
+ * @param x The scale factor along the X axis
+ * @param y The scale factor along the Y axis
+ * @param z The scale factor along the Z axis
+ * @return this
+ */
+Matrix4.prototype.scale = function(x, y, z) {
+  var e = this.elements;
+  e[0] *= x;  e[4] *= y;  e[8]  *= z;
+  e[1] *= x;  e[5] *= y;  e[9]  *= z;
+  e[2] *= x;  e[6] *= y;  e[10] *= z;
+  e[3] *= x;  e[7] *= y;  e[11] *= z;
+  return this;
+};
+
+/**
+ * Set the matrix for translation.
+ * @param x The X value of a translation.
+ * @param y The Y value of a translation.
+ * @param z The Z value of a translation.
+ * @return this
+ */
+Matrix4.prototype.setTranslate = function(x, y, z) {
+  var e = this.elements;
+  e[0] = 1;  e[4] = 0;  e[8]  = 0;  e[12] = x;
+  e[1] = 0;  e[5] = 1;  e[9]  = 0;  e[13] = y;
+  e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = z;
+  e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  return this;
+};
+
+/**
+ * Multiply the matrix for translation from the right.
+ * @param x The X value of a translation.
+ * @param y The Y value of a translation.
+ * @param z The Z value of a translation.
+ * @return this
+ */
+Matrix4.prototype.translate = function(x, y, z) {
+  var e = this.elements;
+  e[12] += e[0] * x + e[4] * y + e[8]  * z;
+  e[13] += e[1] * x + e[5] * y + e[9]  * z;
+  e[14] += e[2] * x + e[6] * y + e[10] * z;
+  e[15] += e[3] * x + e[7] * y + e[11] * z;
+  return this;
+};
+
+/**
+ * Set the matrix for rotation.
+ * The vector of rotation axis may not be normalized.
+ * @param angle The angle of rotation (degrees)
+ * @param x The X coordinate of vector of rotation axis.
+ * @param y The Y coordinate of vector of rotation axis.
+ * @param z The Z coordinate of vector of rotation axis.
+ * @return this
+ */
+Matrix4.prototype.setRotate = function(angle, x, y, z) {
+  var e, s, c, len, rlen, nc, xy, yz, zx, xs, ys, zs;
+
+  angle = Math.PI * angle / 180;
+  e = this.elements;
+
+  s = Math.sin(angle);
+  c = Math.cos(angle);
+
+  if (0 !== x && 0 === y && 0 === z) {
+    // Rotation around X axis
+    if (x < 0) {
+      s = -s;
+    }
+    e[0] = 1;  e[4] = 0;  e[ 8] = 0;  e[12] = 0;
+    e[1] = 0;  e[5] = c;  e[ 9] =-s;  e[13] = 0;
+    e[2] = 0;  e[6] = s;  e[10] = c;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else if (0 === x && 0 !== y && 0 === z) {
+    // Rotation around Y axis
+    if (y < 0) {
+      s = -s;
+    }
+    e[0] = c;  e[4] = 0;  e[ 8] = s;  e[12] = 0;
+    e[1] = 0;  e[5] = 1;  e[ 9] = 0;  e[13] = 0;
+    e[2] =-s;  e[6] = 0;  e[10] = c;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else if (0 === x && 0 === y && 0 !== z) {
+    // Rotation around Z axis
+    if (z < 0) {
+      s = -s;
+    }
+    e[0] = c;  e[4] =-s;  e[ 8] = 0;  e[12] = 0;
+    e[1] = s;  e[5] = c;  e[ 9] = 0;  e[13] = 0;
+    e[2] = 0;  e[6] = 0;  e[10] = 1;  e[14] = 0;
+    e[3] = 0;  e[7] = 0;  e[11] = 0;  e[15] = 1;
+  } else {
+    // Rotation around another axis
+    len = Math.sqrt(x*x + y*y + z*z);
+    if (len !== 1) {
+      rlen = 1 / len;
+      x *= rlen;
+      y *= rlen;
+      z *= rlen;
+    }
+    nc = 1 - c;
+    xy = x * y;
+    yz = y * z;
+    zx = z * x;
+    xs = x * s;
+    ys = y * s;
+    zs = z * s;
+
+    e[ 0] = x*x*nc +  c;
+    e[ 1] = xy *nc + zs;
+    e[ 2] = zx *nc - ys;
+    e[ 3] = 0;
+
+    e[ 4] = xy *nc - zs;
+    e[ 5] = y*y*nc +  c;
+    e[ 6] = yz *nc + xs;
+    e[ 7] = 0;
+
+    e[ 8] = zx *nc + ys;
+    e[ 9] = yz *nc - xs;
+    e[10] = z*z*nc +  c;
+    e[11] = 0;
+
+    e[12] = 0;
+    e[13] = 0;
+    e[14] = 0;
+    e[15] = 1;
+  }
+
+  return this;
+};
+
+/**
+ * Multiply the matrix for rotation from the right.
+ * The vector of rotation axis may not be normalized.
+ * @param angle The angle of rotation (degrees)
+ * @param x The X coordinate of vector of rotation axis.
+ * @param y The Y coordinate of vector of rotation axis.
+ * @param z The Z coordinate of vector of rotation axis.
+ * @return this
+ */
+Matrix4.prototype.rotate = function(angle, x, y, z) {
+  return this.concat(new Matrix4().setRotate(angle, x, y, z));
+};
+
+/**
+ * Set the viewing matrix.
+ * @param eyeX, eyeY, eyeZ The position of the eye point.
+ * @param centerX, centerY, centerZ The position of the reference point.
+ * @param upX, upY, upZ The direction of the up vector.
+ * @return this
+ */
+Matrix4.prototype.setLookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
+  var e, fx, fy, fz, rlf, sx, sy, sz, rls, ux, uy, uz;
+
+  fx = centerX - eyeX;
+  fy = centerY - eyeY;
+  fz = centerZ - eyeZ;
+
+  // Normalize f.
+  rlf = 1 / Math.sqrt(fx*fx + fy*fy + fz*fz);
+  fx *= rlf;
+  fy *= rlf;
+  fz *= rlf;
+
+  // Calculate cross product of f and up.
+  sx = fy * upZ - fz * upY;
+  sy = fz * upX - fx * upZ;
+  sz = fx * upY - fy * upX;
+
+  // Normalize s.
+  rls = 1 / Math.sqrt(sx*sx + sy*sy + sz*sz);
+  sx *= rls;
+  sy *= rls;
+  sz *= rls;
+
+  // Calculate cross product of s and f.
+  ux = sy * fz - sz * fy;
+  uy = sz * fx - sx * fz;
+  uz = sx * fy - sy * fx;
+
+  // Set to this.
+  e = this.elements;
+  e[0] = sx;
+  e[1] = ux;
+  e[2] = -fx;
+  e[3] = 0;
+
+  e[4] = sy;
+  e[5] = uy;
+  e[6] = -fy;
+  e[7] = 0;
+
+  e[8] = sz;
+  e[9] = uz;
+  e[10] = -fz;
+  e[11] = 0;
+
+  e[12] = 0;
+  e[13] = 0;
+  e[14] = 0;
+  e[15] = 1;
+
+  // Translate.
+  return this.translate(-eyeX, -eyeY, -eyeZ);
+};
+
+/**
+ * Multiply the viewing matrix from the right.
+ * @param eyeX, eyeY, eyeZ The position of the eye point.
+ * @param centerX, centerY, centerZ The position of the reference point.
+ * @param upX, upY, upZ The direction of the up vector.
+ * @return this
+ */
+Matrix4.prototype.lookAt = function(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ) {
+  return this.concat(new Matrix4().setLookAt(eyeX, eyeY, eyeZ, centerX, centerY, centerZ, upX, upY, upZ));
+};
+
+/**
+ * Multiply the matrix for project vertex to plane from the right.
+ * @param plane The array[A, B, C, D] of the equation of plane "Ax + By + Cz + D = 0".
+ * @param light The array which stored coordinates of the light. if light[3]=0, treated as parallel light.
+ * @return this
+ */
+Matrix4.prototype.dropShadow = function(plane, light) {
+  var mat = new Matrix4();
+  var e = mat.elements;
+
+  var dot = plane[0] * light[0] + plane[1] * light[1] + plane[2] * light[2] + plane[3] * light[3];
+
+  e[ 0] = dot - light[0] * plane[0];
+  e[ 1] =     - light[1] * plane[0];
+  e[ 2] =     - light[2] * plane[0];
+  e[ 3] =     - light[3] * plane[0];
+
+  e[ 4] =     - light[0] * plane[1];
+  e[ 5] = dot - light[1] * plane[1];
+  e[ 6] =     - light[2] * plane[1];
+  e[ 7] =     - light[3] * plane[1];
+
+  e[ 8] =     - light[0] * plane[2];
+  e[ 9] =     - light[1] * plane[2];
+  e[10] = dot - light[2] * plane[2];
+  e[11] =     - light[3] * plane[2];
+
+  e[12] =     - light[0] * plane[3];
+  e[13] =     - light[1] * plane[3];
+  e[14] =     - light[2] * plane[3];
+  e[15] = dot - light[3] * plane[3];
+
+  return this.concat(mat);
+}
+
+/**
+ * Multiply the matrix for project vertex to plane from the right.(Projected by parallel light.)
+ * @param normX, normY, normZ The normal vector of the plane.(Not necessary to be normalized.)
+ * @param planeX, planeY, planeZ The coordinate of arbitrary points on a plane.
+ * @param lightX, lightY, lightZ The vector of the direction of light.(Not necessary to be normalized.)
+ * @return this
+ */
+Matrix4.prototype.dropShadowDirectionally = function(normX, normY, normZ, planeX, planeY, planeZ, lightX, lightY, lightZ) {
+  var a = planeX * normX + planeY * normY + planeZ * normZ;
+  return this.dropShadow([normX, normY, normZ, -a], [lightX, lightY, lightZ, 0]);
+};
+
+/**
+ * Constructor of Vector3
+ * If opt_src is specified, new vector is initialized by opt_src.
+ * @param opt_src source vector(option)
+ */
+var Vector3 = function(opt_src) {
+  var v = new Float32Array(3);
+  if (opt_src && typeof opt_src === 'object') {
+    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2];
+  } 
+  this.elements = v;
+}
+
+/**
+  * Normalize.
+  * @return this
+  */
+Vector3.prototype.normalize = function() {
+  var v = this.elements;
+  var c = v[0], d = v[1], e = v[2], g = Math.sqrt(c*c+d*d+e*e);
+  if(g){
+    if(g == 1)
+        return this;
+   } else {
+     v[0] = 0; v[1] = 0; v[2] = 0;
+     return this;
+   }
+   g = 1/g;
+   v[0] = c*g; v[1] = d*g; v[2] = e*g;
+   return this;
+};
+
+/**
+ * Constructor of Vector4
+ * If opt_src is specified, new vector is initialized by opt_src.
+ * @param opt_src source vector(option)
+ */
+var Vector4 = function(opt_src) {
+  var v = new Float32Array(4);
+  if (opt_src && typeof opt_src === 'object') {
+    v[0] = opt_src[0]; v[1] = opt_src[1]; v[2] = opt_src[2]; v[3] = opt_src[3];
+  } 
+  this.elements = v;
+}
\ No newline at end of file
diff --git a/lab4/lib/webgl-debug.1.js b/lab4/lib/webgl-debug.1.js
new file mode 100644
index 0000000000000000000000000000000000000000..685868dc61347ea10c0376520f1e20ed57a765c7
--- /dev/null
+++ b/lab4/lib/webgl-debug.1.js
@@ -0,0 +1,677 @@
+//Copyright (c) 2009 The Chromium Authors. All rights reserved.
+//Use of this source code is governed by a BSD-style license that can be
+//found in the LICENSE file.
+
+// Various functions for helping debug WebglInstance apps.
+
+WebGLDebugUtils = function() {
+
+/**
+ * Wrapped logging function.
+ * @param {string} msg Message to log.
+ */
+var log = function(msg) {
+  if (window.console && window.console.log) {
+    window.console.log(msg);
+  }
+};
+
+/**
+ * Which arguements are enums.
+ * @type {!Object.<number, string>}
+ */
+var glValidEnumContexts = {
+
+  // Generic setters and getters
+
+  'enable': { 0:true },
+  'disable': { 0:true },
+  'getParameter': { 0:true },
+
+  // Rendering
+
+  'drawArrays': { 0:true },
+  'drawElements': { 0:true, 2:true },
+
+  // Shaders
+
+  'createShader': { 0:true },
+  'getShaderParameter': { 1:true },
+  'getProgramParameter': { 1:true },
+
+  // Vertex attributes
+
+  'getVertexAttrib': { 1:true },
+  'vertexAttribPointer': { 2:true },
+
+  // Textures
+
+  'bindTexture': { 0:true },
+  'activeTexture': { 0:true },
+  'getTexParameter': { 0:true, 1:true },
+  'texParameterf': { 0:true, 1:true },
+  'texParameteri': { 0:true, 1:true, 2:true },
+  'texImage2D': { 0:true, 2:true, 6:true, 7:true },
+  'texSubImage2D': { 0:true, 6:true, 7:true },
+  'copyTexImage2D': { 0:true, 2:true },
+  'copyTexSubImage2D': { 0:true },
+  'generateMipmap': { 0:true },
+
+  // Buffer objects
+
+  'bindBuffer': { 0:true },
+  'bufferData': { 0:true, 2:true },
+  'bufferSubData': { 0:true },
+  'getBufferParameter': { 0:true, 1:true },
+
+  // Renderbuffers and framebuffers
+
+  'pixelStorei': { 0:true, 1:true },
+  'readPixels': { 4:true, 5:true },
+  'bindRenderbuffer': { 0:true },
+  'bindFramebuffer': { 0:true },
+  'checkFramebufferStatus': { 0:true },
+  'framebufferRenderbuffer': { 0:true, 1:true, 2:true },
+  'framebufferTexture2D': { 0:true, 1:true, 2:true },
+  'getFramebufferAttachmentParameter': { 0:true, 1:true, 2:true },
+  'getRenderbufferParameter': { 0:true, 1:true },
+  'renderbufferStorage': { 0:true, 1:true },
+
+  // Frame buffer operations (clear, blend, depth test, stencil)
+
+  'clear': { 0:true },
+  'depthFunc': { 0:true },
+  'blendFunc': { 0:true, 1:true },
+  'blendFuncSeparate': { 0:true, 1:true, 2:true, 3:true },
+  'blendEquation': { 0:true },
+  'blendEquationSeparate': { 0:true, 1:true },
+  'stencilFunc': { 0:true },
+  'stencilFuncSeparate': { 0:true, 1:true },
+  'stencilMaskSeparate': { 0:true },
+  'stencilOp': { 0:true, 1:true, 2:true },
+  'stencilOpSeparate': { 0:true, 1:true, 2:true, 3:true },
+
+  // Culling
+
+  'cullFace': { 0:true },
+  'frontFace': { 0:true },
+};
+
+/**
+ * Map of numbers to names.
+ * @type {Object}
+ */
+var glEnums = null;
+
+/**
+ * Initializes this module. Safe to call more than once.
+ * @param {!WebGLRenderingContext} ctx A WebglInstance context. If
+ *    you have more than one context it doesn't matter which one
+ *    you pass in, it is only used to pull out constants.
+ */
+function init(ctx) {
+  if (glEnums == null) {
+    glEnums = { };
+    for (var propertyName in ctx) {
+      if (typeof ctx[propertyName] == 'number') {
+        glEnums[ctx[propertyName]] = propertyName;
+      }
+    }
+  }
+}
+
+/**
+ * Checks the utils have been initialized.
+ */
+function checkInit() {
+  if (glEnums == null) {
+    throw 'WebGLDebugUtils.init(ctx) not called';
+  }
+}
+
+/**
+ * Returns true or false if value matches any WebglInstance enum
+ * @param {*} value Value to check if it might be an enum.
+ * @return {boolean} True if value matches one of the WebglInstance defined enums
+ */
+function mightBeEnum(value) {
+  checkInit();
+  return (glEnums[value] !== undefined);
+}
+
+/**
+ * Gets an string version of an WebglInstance enum.
+ *
+ * Example:
+ *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
+ *
+ * @param {number} value Value to return an enum for
+ * @return {string} The string version of the enum.
+ */
+function glEnumToString(value) {
+  checkInit();
+  var name = glEnums[value];
+  return (name !== undefined) ? name :
+      ("*UNKNOWN WebglInstance ENUM (0x" + value.toString(16) + ")");
+}
+
+/**
+ * Returns the string version of a WebglInstance argument.
+ * Attempts to convert enum arguments to strings.
+ * @param {string} functionName the name of the WebglInstance function.
+ * @param {number} argumentIndx the index of the argument.
+ * @param {*} value The value of the argument.
+ * @return {string} The value as a string.
+ */
+function glFunctionArgToString(functionName, argumentIndex, value) {
+  var funcInfo = glValidEnumContexts[functionName];
+  if (funcInfo !== undefined) {
+    if (funcInfo[argumentIndex]) {
+      return glEnumToString(value);
+    }
+  }
+  return value.toString();
+}
+
+/**
+ * Given a WebglInstance context returns a wrapped context that calls
+ * gl.getError after every command and calls a function if the
+ * result is not gl.NO_ERROR.
+ *
+ * @param {!WebGLRenderingContext} ctx The webgl context to
+ *        wrap.
+ * @param {!function(err, funcName, args): void} opt_onErrorFunc
+ *        The function to call when gl.getError returns an
+ *        error. If not specified the default function calls
+ *        console.log with a message.
+ */
+function makeDebugContext(ctx, opt_onErrorFunc) {
+  init(ctx);
+  opt_onErrorFunc = opt_onErrorFunc || function(err, functionName, args) {
+        // apparently we can't do args.join(",");
+        var argStr = "";
+        for (var ii = 0; ii < args.length; ++ii) {
+          argStr += ((ii == 0) ? '' : ', ') +
+              glFunctionArgToString(functionName, ii, args[ii]);
+        }
+        log("WebglInstance error "+ glEnumToString(err) + " in "+ functionName +
+            "(" + argStr + ")");
+      };
+
+  // Holds booleans for each GL error so after we get the error ourselves
+  // we can still return it to the client app.
+  var glErrorShadow = { };
+
+  // Makes a function that calls a WebglInstance function and then calls getError.
+  function makeErrorWrapper(ctx, functionName) {
+    return function() {
+      var result = ctx[functionName].apply(ctx, arguments);
+      var err = ctx.getError();
+      if (err != 0) {
+        glErrorShadow[err] = true;
+        opt_onErrorFunc(err, functionName, arguments);
+      }
+      return result;
+    };
+  }
+
+  // Make a an object that has a copy of every property of the WebglInstance context
+  // but wraps all functions.
+  var wrapper = {};
+  for (var propertyName in ctx) {
+    if (typeof ctx[propertyName] == 'function') {
+       wrapper[propertyName] = makeErrorWrapper(ctx, propertyName);
+     } else {
+       wrapper[propertyName] = ctx[propertyName];
+     }
+  }
+
+  // Override the getError function with one that returns our saved results.
+  wrapper.getError = function() {
+    for (var err in glErrorShadow) {
+      if (glErrorShadow[err]) {
+        glErrorShadow[err] = false;
+        return err;
+      }
+    }
+    return ctx.NO_ERROR;
+  };
+
+  return wrapper;
+}
+
+function resetToInitialState(ctx) {
+  var numAttribs = ctx.getParameter(ctx.MAX_VERTEX_ATTRIBS);
+  var tmp = ctx.createBuffer();
+  ctx.bindBuffer(ctx.ARRAY_BUFFER, tmp);
+  for (var ii = 0; ii < numAttribs; ++ii) {
+    ctx.disableVertexAttribArray(ii);
+    ctx.vertexAttribPointer(ii, 4, ctx.FLOAT, false, 0, 0);
+    ctx.vertexAttrib1f(ii, 0);
+  }
+  ctx.deleteBuffer(tmp);
+
+  var numTextureUnits = ctx.getParameter(ctx.MAX_TEXTURE_IMAGE_UNITS);
+  for (var ii = 0; ii < numTextureUnits; ++ii) {
+    ctx.activeTexture(ctx.TEXTURE0 + ii);
+    ctx.bindTexture(ctx.TEXTURE_CUBE_MAP, null);
+    ctx.bindTexture(ctx.TEXTURE_2D, null);
+  }
+
+  ctx.activeTexture(ctx.TEXTURE0);
+  ctx.useProgram(null);
+  ctx.bindBuffer(ctx.ARRAY_BUFFER, null);
+  ctx.bindBuffer(ctx.ELEMENT_ARRAY_BUFFER, null);
+  ctx.bindFramebuffer(ctx.FRAMEBUFFER, null);
+  ctx.bindRenderbuffer(ctx.RENDERBUFFER, null);
+  ctx.disable(ctx.BLEND);
+  ctx.disable(ctx.CULL_FACE);
+  ctx.disable(ctx.DEPTH_TEST);
+  ctx.disable(ctx.DITHER);
+  ctx.disable(ctx.SCISSOR_TEST);
+  ctx.blendColor(0, 0, 0, 0);
+  ctx.blendEquation(ctx.FUNC_ADD);
+  ctx.blendFunc(ctx.ONE, ctx.ZERO);
+  ctx.clearColor(0, 0, 0, 0);
+  ctx.clearDepth(1);
+  ctx.clearStencil(-1);
+  ctx.colorMask(true, true, true, true);
+  ctx.cullFace(ctx.BACK);
+  ctx.depthFunc(ctx.LESS);
+  ctx.depthMask(true);
+  ctx.depthRange(0, 1);
+  ctx.frontFace(ctx.CCW);
+  ctx.hint(ctx.GENERATE_MIPMAP_HINT, ctx.DONT_CARE);
+  ctx.lineWidth(1);
+  ctx.pixelStorei(ctx.PACK_ALIGNMENT, 4);
+  ctx.pixelStorei(ctx.UNPACK_ALIGNMENT, 4);
+  ctx.pixelStorei(ctx.UNPACK_FLIP_Y_WEBGL, false);
+  ctx.pixelStorei(ctx.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
+  // TODO: Delete this IF.
+  if (ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL) {
+    ctx.pixelStorei(ctx.UNPACK_COLORSPACE_CONVERSION_WEBGL, ctx.BROWSER_DEFAULT_WEBGL);
+  }
+  ctx.polygonOffset(0, 0);
+  ctx.sampleCoverage(1, false);
+  ctx.scissor(0, 0, ctx.canvas.width, ctx.canvas.height);
+  ctx.stencilFunc(ctx.ALWAYS, 0, 0xFFFFFFFF);
+  ctx.stencilMask(0xFFFFFFFF);
+  ctx.stencilOp(ctx.KEEP, ctx.KEEP, ctx.KEEP);
+  ctx.viewport(0, 0, ctx.canvas.clientWidth, ctx.canvas.clientHeight);
+  ctx.clear(ctx.COLOR_BUFFER_BIT | ctx.DEPTH_BUFFER_BIT | ctx.STENCIL_BUFFER_BIT);
+
+  // TODO: This should NOT be needed but Firefox fails with 'hint'
+  while(ctx.getError());
+}
+
+function makeLostContextSimulatingContext(ctx) {
+  var wrapper_ = {};
+  var contextId_ = 1;
+  var contextLost_ = false;
+  var resourceId_ = 0;
+  var resourceDb_ = [];
+  var onLost_ = undefined;
+  var onRestored_ = undefined;
+  var nextOnRestored_ = undefined;
+
+  // Holds booleans for each GL error so can simulate errors.
+  var glErrorShadow_ = { };
+
+  function isWebGLObject(obj) {
+    //return false;
+    return (obj instanceof WebGLBuffer ||
+            obj instanceof WebGLFramebuffer ||
+            obj instanceof WebGLProgram ||
+            obj instanceof WebGLRenderbuffer ||
+            obj instanceof WebGLShader ||
+            obj instanceof WebGLTexture);
+  }
+
+  function checkResources(args) {
+    for (var ii = 0; ii < args.length; ++ii) {
+      var arg = args[ii];
+      if (isWebGLObject(arg)) {
+        return arg.__webglDebugContextLostId__ == contextId_;
+      }
+    }
+    return true;
+  }
+
+  function clearErrors() {
+    var k = Object.keys(glErrorShadow_);
+    for (var ii = 0; ii < k.length; ++ii) {
+      delete glErrorShdow_[k];
+    }
+  }
+
+  // Makes a function that simulates WebglInstance when out of context.
+  function makeLostContextWrapper(ctx, functionName) {
+    var f = ctx[functionName];
+    return function() {
+      // Only call the functions if the context is not lost.
+      if (!contextLost_) {
+        if (!checkResources(arguments)) {
+          glErrorShadow_[ctx.INVALID_OPERATION] = true;
+          return;
+        }
+        var result = f.apply(ctx, arguments);
+        return result;
+      }
+    };
+  }
+
+  for (var propertyName in ctx) {
+    if (typeof ctx[propertyName] == 'function') {
+       wrapper_[propertyName] = makeLostContextWrapper(ctx, propertyName);
+     } else {
+       wrapper_[propertyName] = ctx[propertyName];
+     }
+  }
+
+  function makeWebGLContextEvent(statusMessage) {
+    return {statusMessage: statusMessage};
+  }
+
+  function freeResources() {
+    for (var ii = 0; ii < resourceDb_.length; ++ii) {
+      var resource = resourceDb_[ii];
+      if (resource instanceof WebGLBuffer) {
+        ctx.deleteBuffer(resource);
+      } else if (resource instanceof WebctxFramebuffer) {
+        ctx.deleteFramebuffer(resource);
+      } else if (resource instanceof WebctxProgram) {
+        ctx.deleteProgram(resource);
+      } else if (resource instanceof WebctxRenderbuffer) {
+        ctx.deleteRenderbuffer(resource);
+      } else if (resource instanceof WebctxShader) {
+        ctx.deleteShader(resource);
+      } else if (resource instanceof WebctxTexture) {
+        ctx.deleteTexture(resource);
+      }
+    }
+  }
+
+  wrapper_.loseContext = function() {
+    if (!contextLost_) {
+      contextLost_ = true;
+      ++contextId_;
+      while (ctx.getError());
+      clearErrors();
+      glErrorShadow_[ctx.CONTEXT_LOST_WEBGL] = true;
+      setTimeout(function() {
+          if (onLost_) {
+            onLost_(makeWebGLContextEvent("context lost"));
+          }
+        }, 0);
+    }
+  };
+
+  wrapper_.restoreContext = function() {
+    if (contextLost_) {
+      if (onRestored_) {
+        setTimeout(function() {
+            freeResources();
+            resetToInitialState(ctx);
+            contextLost_ = false;
+            if (onRestored_) {
+              var callback = onRestored_;
+              onRestored_ = nextOnRestored_;
+              nextOnRestored_ = undefined;
+              callback(makeWebGLContextEvent("context restored"));
+            }
+          }, 0);
+      } else {
+        throw "You can not restore the context without a listener"
+      }
+    }
+  };
+
+  // Wrap a few functions specially.
+  wrapper_.getError = function() {
+    if (!contextLost_) {
+      var err;
+      while (err = ctx.getError()) {
+        glErrorShadow_[err] = true;
+      }
+    }
+    for (var err in glErrorShadow_) {
+      if (glErrorShadow_[err]) {
+        delete glErrorShadow_[err];
+        return err;
+      }
+    }
+    return ctx.NO_ERROR;
+  };
+
+  var creationFunctions = [
+    "createBuffer",
+    "createFramebuffer",
+    "createProgram",
+    "createRenderbuffer",
+    "createShader",
+    "createTexture"
+  ];
+  for (var ii = 0; ii < creationFunctions.length; ++ii) {
+    var functionName = creationFunctions[ii];
+    wrapper_[functionName] = function(f) {
+      return function() {
+        if (contextLost_) {
+          return null;
+        }
+        var obj = f.apply(ctx, arguments);
+        obj.__webglDebugContextLostId__ = contextId_;
+        resourceDb_.push(obj);
+        return obj;
+      };
+    }(ctx[functionName]);
+  }
+
+  var functionsThatShouldReturnNull = [
+    "getActiveAttrib",
+    "getActiveUniform",
+    "getBufferParameter",
+    "getContextAttributes",
+    "getAttachedShaders",
+    "getFramebufferAttachmentParameter",
+    "getParameter",
+    "getProgramParameter",
+    "getProgramInfoLog",
+    "getRenderbufferParameter",
+    "getShaderParameter",
+    "getShaderInfoLog",
+    "getShaderSource",
+    "getTexParameter",
+    "getUniform",
+    "getUniformLocation",
+    "getVertexAttrib"
+  ];
+  for (var ii = 0; ii < functionsThatShouldReturnNull.length; ++ii) {
+    var functionName = functionsThatShouldReturnNull[ii];
+    wrapper_[functionName] = function(f) {
+      return function() {
+        if (contextLost_) {
+          return null;
+        }
+        return f.apply(ctx, arguments);
+      }
+    }(wrapper_[functionName]);
+  }
+
+  var isFunctions = [
+    "isBuffer",
+    "isEnabled",
+    "isFramebuffer",
+    "isProgram",
+    "isRenderbuffer",
+    "isShader",
+    "isTexture"
+  ];
+  for (var ii = 0; ii < isFunctions.length; ++ii) {
+    var functionName = isFunctions[ii];
+    wrapper_[functionName] = function(f) {
+      return function() {
+        if (contextLost_) {
+          return false;
+        }
+        return f.apply(ctx, arguments);
+      }
+    }(wrapper_[functionName]);
+  }
+
+  wrapper_.checkFramebufferStatus = function(f) {
+    return function() {
+      if (contextLost_) {
+        return ctx.FRAMEBUFFER_UNSUPPORTED;
+      }
+      return f.apply(ctx, arguments);
+    };
+  }(wrapper_.checkFramebufferStatus);
+
+  wrapper_.getAttribLocation = function(f) {
+    return function() {
+      if (contextLost_) {
+        return -1;
+      }
+      return f.apply(ctx, arguments);
+    };
+  }(wrapper_.getAttribLocation);
+
+  wrapper_.getVertexAttribOffset = function(f) {
+    return function() {
+      if (contextLost_) {
+        return 0;
+      }
+      return f.apply(ctx, arguments);
+    };
+  }(wrapper_.getVertexAttribOffset);
+
+  wrapper_.isContextLost = function() {
+    return contextLost_;
+  };
+
+  function wrapEvent(listener) {
+    if (typeof(listener) == "function") {
+      return listener;
+    } else {
+      return function(info) {
+        listener.handleEvent(info);
+      }
+    }
+  }
+
+  wrapper_.registerOnContextLostListener = function(listener) {
+    onLost_ = wrapEvent(listener);
+  };
+
+  wrapper_.registerOnContextRestoredListener = function(listener) {
+    if (contextLost_) {
+      nextOnRestored_ = wrapEvent(listener);
+    } else {
+      onRestored_ = wrapEvent(listener);
+    }
+  }
+
+  return wrapper_;
+}
+
+return {
+  /**
+   * Initializes this module. Safe to call more than once.
+   * @param {!WebGLRenderingContext} ctx A WebglInstance context. If
+   *    you have more than one context it doesn't matter which one
+   *    you pass in, it is only used to pull out constants.
+   */
+  'init': init,
+
+  /**
+   * Returns true or false if value matches any WebglInstance enum
+   * @param {*} value Value to check if it might be an enum.
+   * @return {boolean} True if value matches one of the WebglInstance defined enums
+   */
+  'mightBeEnum': mightBeEnum,
+
+  /**
+   * Gets an string version of an WebglInstance enum.
+   *
+   * Example:
+   *   WebGLDebugUtil.init(ctx);
+   *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
+   *
+   * @param {number} value Value to return an enum for
+   * @return {string} The string version of the enum.
+   */
+  'glEnumToString': glEnumToString,
+
+  /**
+   * Converts the argument of a WebglInstance function to a string.
+   * Attempts to convert enum arguments to strings.
+   *
+   * Example:
+   *   WebGLDebugUtil.init(ctx);
+   *   var str = WebGLDebugUtil.glFunctionArgToString('bindTexture', 0, gl.TEXTURE_2D);
+   *
+   * would return 'TEXTURE_2D'
+   *
+   * @param {string} functionName the name of the WebglInstance function.
+   * @param {number} argumentIndx the index of the argument.
+   * @param {*} value The value of the argument.
+   * @return {string} The value as a string.
+   */
+  'glFunctionArgToString': glFunctionArgToString,
+
+  /**
+   * Given a WebglInstance context returns a wrapped context that calls
+   * gl.getError after every command and calls a function if the
+   * result is not NO_ERROR.
+   *
+   * You can supply your own function if you want. For example, if you'd like
+   * an exception thrown on any GL error you could do this
+   *
+   *    function throwOnGLError(err, funcName, args) {
+   *      throw WebGLDebugUtils.glEnumToString(err) + " was caused by call to" +
+   *            funcName;
+   *    };
+   *
+   *    ctx = WebGLDebugUtils.makeDebugContext(
+   *        canvas.getContext("webgl"), throwOnGLError);
+   *
+   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
+   * @param {!function(err, funcName, args): void} opt_onErrorFunc The function
+   *     to call when gl.getError returns an error. If not specified the default
+   *     function calls console.log with a message.
+   */
+  'makeDebugContext': makeDebugContext,
+
+  /**
+   * Given a WebglInstance context returns a wrapped context that adds 4
+   * functions.
+   *
+   * ctx.loseContext:
+   *   simulates a lost context event.
+   *
+   * ctx.restoreContext:
+   *   simulates the context being restored.
+   *
+   * ctx.registerOnContextLostListener(listener):
+   *   lets you register a listener for context lost. Use instead
+   *   of addEventListener('webglcontextlostevent', listener);
+   *
+   * ctx.registerOnContextRestoredListener(listener):
+   *   lets you register a listener for context restored. Use
+   *   instead of addEventListener('webglcontextrestored',
+   *   listener);
+   *
+   * @param {!WebGLRenderingContext} ctx The webgl context to wrap.
+   */
+  'makeLostContextSimulatingContext': makeLostContextSimulatingContext,
+
+  /**
+   * Resets a context to the initial state.
+   * @param {!WebGLRenderingContext} ctx The webgl context to
+   *     reset.
+   */
+  'resetToInitialState': resetToInitialState
+};
+
+}();
+
diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html
index 2bb37bcbd21a70f6bb9acddb83953d93aa5bf516..c3e0a625728311961f2071e7d67cd23afec55a30 100644
--- a/lab4/src/lab4.html
+++ b/lab4/src/lab4.html
@@ -5,12 +5,22 @@
   <title>Lab 4</title>
 </head>
 <body onload="main()">
-<canvas width="400" height="600" id="my-canvas">
-  Please use a browser that supports "canvas"
-</canvas>
+  <canvas width="400" height="600" id="my-canvas">
+    Please use a browser that supports "canvas"
+  </canvas>
+  <canvas width="400" height="600" id="my-canvas2">
+    Please use a browser that supports "canvas"
+  </canvas>
+  <p id="light_x_dir">Light X directionnal : </p>
+  <p id="light_y_dir">Light Y directionnal : </p>
+  <p id="light_z_dir">Light Z directionnal : </p>
+  <p id="light_x_point">Light X point : </p>
+  <p id="light_y_point">Light Y point : </p>
+  <p id="light_z_point">Light Z point : </p>
 <script src="../lib/webgl-utils.js"></script>
 <script src="../lib/webgl-debug.js"></script>
 <script src="../lib/cuon-utils.js"></script>
+<script src="../lib/cuon-matrix.js"></script>
 <script src="lab4.js"></script>
 </body>
 </html>
\ No newline at end of file
diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js
index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..14aadf23d197f62df2553cd584c46bf2be297361 100644
--- a/lab4/src/lab4.js
+++ b/lab4/src/lab4.js
@@ -1,18 +1,567 @@
-// Vertex shader program
-const VSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your vertex shader code here
-  '\n';
-
-// Fragment shader program
-const FSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your fragment shader code here
-  '\n';
+/*
+Author : Jorge José Goncalves
+*/
+
+// variable for camera and light
+var eyeX = 2;
+var eyeY = 4;
+var eyeZ = 6;
+const STEP = 0.1;
+var lightDirectionnalX = 0.5;
+var lightDirectionnalY = 3.0;
+var lightDirectionnalZ = 4.0;
+var lightPositionX = 0.0;
+var lightPositionY = 5.0;
+var lightPositionZ = 0.0;
+var OFFSCREEN_WIDTH = 2048;
+var OFFSCREEN_HEIGHT = 2048;
+var clicked_canvas = false;
+var x_clicked = 0;
+var y_clicked = 0;
+var VSHADER_SOURCE_DIRECTIONNAL_LIGHT =
+  'attribute vec4 a_Position;\n' +
+  'attribute vec4 a_Color;\n' +
+  'attribute vec4 a_Normal;\n' +
+  'uniform mat4 mMVP;\n' +
+  'uniform mat4 mNormal;\n' +
+  'uniform vec3 vLightDirection;\n' +
+  'varying vec4 v_Color;\n' +
+  'void main() {\n' +
+  '  gl_Position = mMVP * a_Position;\n' +
+  '  vec4 normal = mNormal * a_Normal;\n' +
+  '  float nDotL = max(dot(normalize(normal.xyz), vLightDirection), 0.0);\n' +
+  '  v_Color = vec4(a_Color.xyz * nDotL, a_Color.a);\n' +
+  '}\n';
+
+var FSHADER_SOURCE_DIRECTIONNAL_LIGHT =
+  '#ifdef GL_ES\n' +
+  'precision mediump float;\n' +
+  '#endif\n' +
+  'varying vec4 v_Color;\n' +
+  'void main() {\n' +
+  '  gl_FragColor = v_Color;\n' +
+  '}\n';
+
+  var VSHADER_SOURCE_PONCTUAL_LIGHT =
+  'attribute vec4 a_Position;\n' +
+  'attribute vec4 a_Color;\n' +
+  'attribute vec4 a_Normal;\n' +
+  'uniform mat4 mMVP;\n' +
+  'uniform mat4 mModel;\n' +
+  'uniform mat4 mNormal;\n' +
+  'varying vec4 v_Color;\n' +
+  'varying vec3 normal;\n' +
+  'varying vec4 vertexPosition;\n' +
+  'uniform bool u_Clicked;\n' +
+  'uniform bool u_is_hourglass;\n' +
+  'uniform mat4 u_MvpMatrixFromLight;\n' +
+  'varying vec4 v_PositionFromLight;\n' +
+  'void main() {\n' +
+  '  gl_Position = mMVP * a_Position;\n' +
+  '  normal = normalize(vec3(mNormal * a_Normal));\n' +
+  '  vertexPosition = mModel * a_Position;\n' +
+  '  if(u_Clicked && u_is_hourglass) {\n' +
+  '    v_Color = vec4(0.0, 1.0, 0.0, 1.0);\n' +
+  '  } else {\n' +
+  '    v_Color = a_Color;\n' +
+  '  }\n' +
+  '}\n';
+
+var FSHADER_SOURCE_PONCTUAL_LIGHT =
+  '#ifdef GL_ES\n' +
+  'precision mediump float;\n' +
+  '#endif\n' +
+  'varying vec4 v_Color;\n' +
+  'uniform vec3 vLightColor;\n' +
+  'uniform vec3 vLightPosition;\n' +
+  'varying vec3 normal;\n' +
+  'varying vec4 vertexPosition;\n' +
+  'varying vec4 v_PositionFromLight;\n' +
+  'void main() {\n' +
+  '  vec3 vLightDirection = normalize(vLightPosition - vec3(vertexPosition));\n' +
+  '  float nDotL = max(dot(normal, vLightDirection), 0.0);\n' +
+  '  vec3 diffuse = vLightColor * v_Color.rgb * nDotL;\n' +
+  '  gl_FragColor =  vec4(diffuse, v_Color.a);\n' +
+  '}\n';
+
+var SHADOW_VSHADER_SOURCE =
+  'attribute vec4 a_Position;\n' +
+  'uniform mat4 u_MvpMatrix;\n' +
+  'void main() {\n' +
+  '  gl_Position = u_MvpMatrix * a_Position;\n' +
+  '}\n';
+
+var SHADOW_FSHADER_SOURCE =
+'#ifdef GL_ES\n' +
+'precision mediump float;\n' +
+'#endif\n' +
+'void main() {\n' +
+'  gl_FragColor = vec4(gl_FragCoord.z, 0.0, 0.0, 0.0);\n' + // Write the z-value in R
+'}\n';
 
 function main() {
-  // Retrieve <canvas> element
-  const canvas = document.getElementById('my-canvas');
+  //directionnal_light();
+  ponctual_light();
+  // Control camera or lights
+  document.addEventListener("keydown", (event) => {
+    switch (event.key) {
+      case 'a':
+        eyeX -= STEP;
+        break;
+      case 'd':
+        eyeX += STEP;
+        break;
+      case 's':
+        eyeY -= STEP;
+        break;
+      case 'w':
+        eyeY += STEP;
+        break;
+      case 'r':
+        eyeZ -= STEP;
+        break;
+      case 'f':
+        eyeZ += STEP;
+        break;
+      case 'ArrowRight':
+        lightDirectionnalX += STEP;
+        lightPositionX += STEP;
+        break;
+      case 'ArrowLeft':
+        lightDirectionnalX -= STEP;
+        lightPositionX -= STEP;
+        break;
+      case 'ArrowDown':
+        lightDirectionnalY -= STEP;
+        lightPositionY -= STEP;
+        break;
+      case 'ArrowUp':
+        lightDirectionnalY += STEP;
+        lightPositionY += STEP;
+        break;
+      case 'z':
+        lightDirectionnalZ += STEP;
+        lightPositionZ += STEP;
+        break;
+      case 'h':
+        lightDirectionnalZ -= STEP;
+        lightPositionZ -= STEP;
+        break;
+      default:
+        break;
+    }
+
+    // update html
+    document.getElementById("light_x_dir").textContent = "Light X directionnal : " + lightDirectionnalX
+    document.getElementById("light_y_dir").textContent = "Light Y directionnal : " + lightDirectionnalY
+    document.getElementById("light_z_dir").textContent = "Light Z directionnal : : " + lightDirectionnalZ
+  
+    document.getElementById("light_x_point").textContent = "Light X point : " + lightPositionX
+    document.getElementById("light_y_point").textContent = "Light Y point : " + lightPositionY
+    document.getElementById("light_z_point").textContent = "Light Z point : " + lightPositionZ
+  });
+}
+
+function directionnal_light() {
+  var canvas = document.getElementById('my-canvas');
+
+  // Get the rendering context for WebGL
+  var gl = getWebGLContext(canvas);
+  if (!gl) {
+    console.log('Failed to get the rendering context for WebGL');
+    return;
+  }
+
+  // Initialize shaders for light directionnal
+  if (!initShaders(gl, VSHADER_SOURCE_DIRECTIONNAL_LIGHT, FSHADER_SOURCE_DIRECTIONNAL_LIGHT)) {
+    console.log('Failed to intialize shaders.');
+    return;
+  }
+
+  // Set the clear color and enable the depth test
+  gl.clearColor(0, 0, 0, 1);
+  gl.enable(gl.DEPTH_TEST);
+
+  // Get the storage locations
+  var mMVP = gl.getUniformLocation(gl.program, 'mMVP');
+  var mNormal = gl.getUniformLocation(gl.program, 'mNormal');
+  var vLightDirection = gl.getUniformLocation(gl.program, 'vLightDirection');
+  if (!mMVP || !mNormal || !vLightDirection) {
+    console.log('Failed to get the storage location');
+    return;
+  }
+
+  var vpMatrix = new Matrix4();   // View projection matrix
+
+  var tick = function () {
+    // Set perspective and camera
+    vpMatrix.setPerspective(50, canvas.width / canvas.height, 1, 100);
+    vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0);
+
+    // Set the light direction
+    var lightDirection = new Vector3([lightDirectionnalX, lightDirectionnalY, lightDirectionnalZ]);
+    lightDirection.normalize();     // Normalize
+    gl.uniform3fv(vLightDirection, lightDirection.elements);
+
+    // Clear color and depth buffer
+    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+    // Draw
+    drawHourGlass(gl, vpMatrix, mMVP, mNormal, null, false);
+    drawPlaneBase(gl, vpMatrix, mMVP, mNormal, null, false);
+
+    requestAnimationFrame(tick, canvas);
+  };
+  tick();
+}
+
+function ponctual_light() {
+  var canvas = document.getElementById('my-canvas2');
+  // Get the rendering context for WebGL
+  var gl = getWebGLContext(canvas);
+  if (!gl) {
+    console.log('Failed to get the rendering context for WebGL');
+    return;
+  }
+
+  // Initialize shaders shadow
+  if (!initShaders(gl, SHADOW_VSHADER_SOURCE, SHADOW_FSHADER_SOURCE)) {
+    console.log('Failed to intialize shaders.');
+    return;
+  }
+
+  // Initialize shaders
+  if (!initShaders(gl, VSHADER_SOURCE_PONCTUAL_LIGHT, FSHADER_SOURCE_PONCTUAL_LIGHT)) {
+    console.log('Failed to intialize shaders.');
+    return;
+  }
+
+  // Initialize framebuffer object (FBO)  
+  var fbo = initFramebufferObject(gl);
+  if (!fbo) {
+    console.log('Failed to initialize frame buffer object');
+    return;
+  }
+  gl.activeTexture(gl.TEXTURE0); // Set a texture object to the texture unit
+  gl.bindTexture(gl.TEXTURE_2D, fbo.texture);
+
+  // Set the clear color and enable the depth test
+  gl.clearColor(0, 0, 0, 1);
+  gl.enable(gl.DEPTH_TEST);
+
+  // Get the storage locations
+  var mModel = gl.getUniformLocation(gl.program, 'mModel');
+  var mMVP = gl.getUniformLocation(gl.program, 'mMVP');
+  var mNormal = gl.getUniformLocation(gl.program, 'mNormal');
+  var vLightColor = gl.getUniformLocation(gl.program, 'vLightColor');
+  var vLightPosition = gl.getUniformLocation(gl.program, 'vLightPosition');
+  var u_Clicked = gl.getUniformLocation(gl.program, 'u_Clicked');
+  var u_is_hourglass = gl.getUniformLocation(gl.program, 'u_is_hourglass');
+  if (!mMVP || !mNormal || !vLightColor || !vLightPosition || !mModel || !u_Clicked) { 
+    console.log('Failed to get the storage location');
+    return;
+  }
+
+  canvas.onmousedown = function(ev) {   // Mouse is pressed
+    var x = ev.clientX, y = ev.clientY;
+    var rect = ev.target.getBoundingClientRect();
+    if (rect.left <= x && x < rect.right && rect.top <= y && y < rect.bottom) {
+      clicked_canvas = true;
+      x_clicked = x - rect.left;
+      y_clicked = rect.bottom - y;
+    }
+  }
+
+  var vpMatrix = new Matrix4();   // View projection matrix
+
+  var tick = function () {
+    // Set perspective and camera
+    vpMatrix.setPerspective(50, canvas.width / canvas.height, 1, 100);
+    vpMatrix.lookAt(eyeX, eyeY, eyeZ, 0, 0, 0, 0, 1, 0);
+
+    // Set the light color (white)
+    gl.uniform3f(vLightColor, 1.0, 1.0, 1.0);
+    // Set the light position
+    gl.uniform3f(vLightPosition, lightPositionX, lightPositionY, lightPositionZ);
+
+    // Clear color and depth buffer
+    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+
+    drawHourGlass(gl, vpMatrix, mMVP, mNormal, mModel, true, u_Clicked, u_is_hourglass);
+    drawPlaneBase(gl, vpMatrix, mMVP, mNormal, mModel, true, u_is_hourglass);
+
+    requestAnimationFrame(tick, canvas);
+  };
+  tick();
+}
+
+function drawPlaneBase(gl, vpMatrix, mMVP, mNormal, mModel, isPonct, u_is_hourglass) {
+  gl.uniform1i(u_is_hourglass, 0);
+  var n = initVertexBuffersPlaneBase(gl);
+  if (n < 0) {
+    console.log('Failed to set the vertex information');
+    return;
+  }
+
+  var modelMatrixTranslate = new Matrix4();
+  var mvpMatrix = new Matrix4();
+  var normalMatrix = new Matrix4();
+
+  modelMatrixTranslate.setTranslate(0, -0.001, 0);
+  if (isPonct) {
+    gl.uniformMatrix4fv(mModel, false, modelMatrixTranslate.elements);
+  }
+  mvpMatrix.set(vpMatrix).multiply(modelMatrixTranslate);
+  gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements);
+  normalMatrix.setInverseOf(modelMatrixTranslate);
+  normalMatrix.transpose();
+  gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements);
+
+  gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
+}
+
+var angle = 0;
+var trans = 0;
+function drawHourGlass(gl, vpMatrix, mMVP, mNormal, mModel, isPonct, u_Clicked, u_is_hourglass) {
+  //angle += 1;
+  gl.uniform1i(u_is_hourglass, 1);
+  var n = initVertexBuffersHourglass(gl);
+  if (n < 0) {
+    console.log('Failed to set the vertex information');
+    return;
+  }
+
+  var modelMatrixRotate = new Matrix4();  // Model matrix
+  var modelMatrixTranslate = new Matrix4();
+  var modelMatrixScale = new Matrix4();
+  var mvpMatrix = new Matrix4();    // Model view projection matrix
+  var normalMatrix = new Matrix4(); // Transformation matrix for normals
+
+  // First frustrum
+  modelMatrixRotate.setRotate(0 + angle, 1, 0, 0); // Rotate around the y-axis
+  modelMatrixTranslate.setTranslate(0, 0.0 - trans, 0);
+  var finalModelMatrix = modelMatrixRotate.multiply(modelMatrixTranslate).multiply(modelMatrixScale);
+  if (isPonct) {
+    gl.uniformMatrix4fv(mModel, false, finalModelMatrix.elements);
+  }
+
+  mvpMatrix.set(vpMatrix).multiply(modelMatrixRotate);
+  gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements);
+  normalMatrix.setInverseOf(modelMatrixRotate);
+  normalMatrix.transpose();
+  gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements);
+
+  
+  gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
+
+  // Second frustrum
+  modelMatrixRotate.setRotate(180 + angle, 1, 0, 0);
+  modelMatrixTranslate.setTranslate(0, -2.0 + trans, 0);
+  modelMatrixScale.setScale(-1, 1, -1);
+  var finalModelMatrix = modelMatrixRotate.multiply(modelMatrixTranslate).multiply(modelMatrixScale);
+  if (isPonct) {
+    gl.uniformMatrix4fv(mModel, false, finalModelMatrix.elements);
+  }
+  mvpMatrix.set(vpMatrix).multiply(finalModelMatrix)
+  gl.uniformMatrix4fv(mMVP, false, mvpMatrix.elements);
+  normalMatrix.setInverseOf(finalModelMatrix);
+  normalMatrix.transpose();
+  gl.uniformMatrix4fv(mNormal, false, normalMatrix.elements);
+  gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
+
+  if(clicked_canvas){
+    var pixels = new Uint8Array(4); // Array for storing the pixel value
+    gl.readPixels(x_clicked, y_clicked, 1, 1, gl.RGBA, gl.UNSIGNED_BYTE, pixels);
+    console.log(pixels);
+    if(pixels[0] > 0){
+      console.log("Rouge");
+      if(isPonct){
+        gl.getUniform(gl.program, u_Clicked);
+      }
+      gl.uniform1i(u_Clicked, 1);
+    }
+    else if(pixels[1] > 0){
+      console.log("Vert");
+      gl.uniform1i(u_Clicked, 0);
+    }
+    clicked_canvas = false;
+  }
+}
+
+function initVertexBuffersPlaneBase(gl) {
+  var vertices_position = new Float32Array([
+    -2.0, -0.5, -2.0, 2.0, -0.5, 2.0, -2.0, -0.5, 2.0, 2.0, -0.5, -2.0
+  ]);
+
+  // Colors only white for this tp
+  var colors = new Float32Array([
+    1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1
+  ]);
+
+  var normals = new Float32Array([
+    0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 0.0, 1.0, 0.0
+  ]);
+
+  var indices = new Uint8Array([
+    0, 1, 2, 0, 1, 3
+  ]);
+
+  // Write the vertex property to buffers (positions, colors and normals)
+  if (!initArrayBuffer(gl, 'a_Position', vertices_position, 3, gl.FLOAT)) return -1;
+  if (!initArrayBuffer(gl, 'a_Color', colors, 3, gl.FLOAT)) return -1;
+  if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1;
+
+  // Unbind the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, null);
+
+  // Write the indices to the buffer object
+  var indexBuffer = gl.createBuffer();
+  if (!indexBuffer) {
+    console.log('Failed to create the buffer object');
+    return false;
+  }
+  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+  return indices.length;
+}
+
+function initVertexBuffersHourglass(gl) {
+  var vertices_position = new Float32Array([
+    -0.25, 1.0, 0.25, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.25, 1.0, 0.25, // front face
+    0.25, 1.0, 0.25, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.25, 1.0, -0.25,// right face
+    -0.25, 1.0, -0.25, 0.25, 1.0, 0.25, -0.25, 1.0, 0.25, 0.25, 1.0, -0.25, // Up face 
+    -0.25, 1, -0.25, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.25, 1.0, 0.25,	 // left face
+    -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, 0.5, -0.5, -0.5, // down face
+    0.25, 1.0, -0.25, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.25, 1.0, -0.25 // back face
+  ]);
+
+  // Colors only red for this tp
+  var colors = new Float32Array([
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0,
+    1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0
+  ]);
+
+  var normals = new Float32Array([
+    0.0, 1.0, 1.0,  0.0, 1.0, 1.0,  0.0, 1.0, 1.0,  0.0, 1.0, 1.0, // front face
+    1.0, 1.0, 0.0,  1.0, 1.0, 0.0,  1.0, 1.0, 0.0,  1.0, 1.0, 0.0, // right face
+    0.0, 1.0, 0.0,  0.0, 1.0, 0.0,  0.0, 1.0, 0.0,   0.0, 1.0, 0.0, // up face
+    -1.0, 1.0, 0.0,  -1.0, 1.0, 0.0,  -1.0, 1.0, 0.0,  -1.0, 1.0, 0.0, // left face
+    0.0, -1.0, 0.0,  0.0, -1.0, 0.0,  0.0, -1.0, 0.0,   0.0, -1.0, 0.0,  // down face
+    0.0, 1.0, -1.0,  0.0, 1.0, -1.0,  0.0, 1.0, -1.0,  0.0, 1.0, -1.0,  // back face
+  ]);
+
+  var indices = new Uint8Array([
+    0, 1, 2, 0, 1, 3,    // front Face
+    4, 5, 6, 4, 5, 7,	// right face
+    8, 9, 10, 8, 9, 11,	// up face
+    12, 13, 14, 12, 13, 15, // left face
+    16, 17, 18, 16, 17, 19, // down face
+    20, 21, 22, 20, 21, 23 // back face
+  ]);
+
+  // Write the vertex property to buffers (positions, colors and normals)
+  if (!initArrayBuffer(gl, 'a_Position', vertices_position, 3, gl.FLOAT)) return -1;
+  if (!initArrayBuffer(gl, 'a_Color', colors, 3, gl.FLOAT)) return -1;
+  if (!initArrayBuffer(gl, 'a_Normal', normals, 3, gl.FLOAT)) return -1;
+
+  // Unbind the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, null);
+
+  // Write the indices to the buffer object
+  var indexBuffer = gl.createBuffer();
+  if (!indexBuffer) {
+    console.log('Failed to create the buffer object');
+    return false;
+  }
+  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+  return indices.length;
+}
+
+function initArrayBuffer(gl, attribute, data, num, type) {
+  // Create a buffer object
+  var buffer = gl.createBuffer();
+  if (!buffer) {
+    console.log('Failed to create the buffer object');
+    return false;
+  }
+  // Write date into the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+  gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
+  // Assign the buffer object to the attribute variable
+  var a_attribute = gl.getAttribLocation(gl.program, attribute);
+  if (a_attribute < 0) {
+    console.log('Failed to get the storage location of ' + attribute);
+    return false;
+  }
+  gl.vertexAttribPointer(a_attribute, num, type, false, 0, 0);
+  // Enable the assignment of the buffer object to the attribute variable
+  gl.enableVertexAttribArray(a_attribute);
+
+  return true;
+}
+
+function initFramebufferObject(gl) {
+  var framebuffer, texture, depthBuffer;
+
+  // Define the error handling function
+  var error = function() {
+    if (framebuffer) gl.deleteFramebuffer(framebuffer);
+    if (texture) gl.deleteTexture(texture);
+    if (depthBuffer) gl.deleteRenderbuffer(depthBuffer);
+    return null;
+  }
+
+  // Create a framebuffer object (FBO)
+  framebuffer = gl.createFramebuffer();
+  if (!framebuffer) {
+    console.log('Failed to create frame buffer object');
+    return error();
+  }
+
+  // Create a texture object and set its size and parameters
+  texture = gl.createTexture(); // Create a texture object
+  if (!texture) {
+    console.log('Failed to create texture object');
+    return error();
+  }
+  gl.bindTexture(gl.TEXTURE_2D, texture);
+  gl.texImage2D(gl.TEXTURE_2D, 0, gl.RGBA, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT, 0, gl.RGBA, gl.UNSIGNED_BYTE, null);
+  gl.texParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR);
+
+  // Create a renderbuffer object and Set its size and parameters
+  depthBuffer = gl.createRenderbuffer(); // Create a renderbuffer object
+  if (!depthBuffer) {
+    console.log('Failed to create renderbuffer object');
+    return error();
+  }
+  gl.bindRenderbuffer(gl.RENDERBUFFER, depthBuffer);
+  gl.renderbufferStorage(gl.RENDERBUFFER, gl.DEPTH_COMPONENT16, OFFSCREEN_WIDTH, OFFSCREEN_HEIGHT);
+
+  // Attach the texture and the renderbuffer object to the FBO
+  gl.bindFramebuffer(gl.FRAMEBUFFER, framebuffer);
+  gl.framebufferTexture2D(gl.FRAMEBUFFER, gl.COLOR_ATTACHMENT0, gl.TEXTURE_2D, texture, 0);
+  gl.framebufferRenderbuffer(gl.FRAMEBUFFER, gl.DEPTH_ATTACHMENT, gl.RENDERBUFFER, depthBuffer);
+
+  // Check if FBO is configured correctly
+  var e = gl.checkFramebufferStatus(gl.FRAMEBUFFER);
+  if (gl.FRAMEBUFFER_COMPLETE !== e) {
+    console.log('Frame buffer object is incomplete: ' + e.toString());
+    return error();
+  }
+
+  framebuffer.texture = texture; // keep the required object
+
+  // Unbind the buffer object
+  gl.bindFramebuffer(gl.FRAMEBUFFER, null);
+  gl.bindTexture(gl.TEXTURE_2D, null);
+  gl.bindRenderbuffer(gl.RENDERBUFFER, null);
 
-  // TODO: Complete with your code here
+  return framebuffer;
 }
\ No newline at end of file