diff --git a/lab2/src/lab2.js b/lab2/src/lab2.js
index 4c1fed7fc5c6621c5042b77542b6d35d7bb5a9d0..7708cff6a864eef8e907c034c7ecefafd7319e7d 100644
--- a/lab2/src/lab2.js
+++ b/lab2/src/lab2.js
@@ -61,7 +61,7 @@ function main() {
   let viewMatrix = new Matrix4();
   let projMatrix = new Matrix4();
   
-  let eyeMatrix = [3  ,0];
+  let eyeMatrix = [3 ,0];
 
   viewMatrix.setLookAt(eyeMatrix[0], eyeMatrix[1], 4, 0,0,0, 0,1,0);
   projMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100);
diff --git a/lab3/lib/cuon-matrix.js b/lab3/lib/cuon-matrix.js
new file mode 100644
index 0000000000000000000000000000000000000000..b67a5dd1b998eba54f585cf3849b8c17052d2a35
--- /dev/null
+++ b/lab3/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;
+}
diff --git a/lab3/src/lab3.html b/lab3/src/lab3.html
index bc58e578843a2b27f1350f40d733b6617079fbbe..560df8e8e40f3989bbbfe1d03b71bcfacaa8706d 100644
--- a/lab3/src/lab3.html
+++ b/lab3/src/lab3.html
@@ -5,12 +5,25 @@
   <title>Lab 3</title>
 </head>
 <body onload="main()">
-<canvas width="400" height="600" id="my-canvas">
-  Please use a browser that supports "canvas"
-</canvas>
+
+<div id="canvas-wrap" style="float:left;">
+    <canvas width="900" height="590" id="my-canvas">
+      Please use a browser that supports "canvas"
+    </canvas>
+  <div id="overlay"></div>
+</div>
+
+<div style="float:right;"> 
+  <p>Déplacement caméra  : </br> ZQSD
+  </p> 
+  <p>Déplacement lumière  : </br> x: gauche droite ; y : haut, bas ; z: w, x
+  </p> 
+</div>
+
 <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="lab3.js"></script>
 </body>
-</html>
\ No newline at end of file
+</html>
diff --git a/lab3/src/lab3.js b/lab3/src/lab3.js
index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..09bd02ee0cf77bbc69249e65635fb7dff3200bf9 100644
--- a/lab3/src/lab3.js
+++ b/lab3/src/lab3.js
@@ -1,18 +1,546 @@
 // Vertex shader program
 const VSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your vertex shader code here
-  '\n';
+'\n' +
+
+// Vertex Shader
+'precision mediump int; \n'+
+'precision mediump float; \n'+
+
+// Scene transformations
+'uniform mat4 u_Proj;\n'+
+'uniform mat4 u_View;\n'+
+'uniform mat4 u_Model;\n'+
+
+// Light model
+'uniform vec3 u_Light_position; \n'+
+'uniform vec3 u_Light_color; \n'+
+'uniform float u_Shininess; \n'+
+'uniform vec3 u_Ambient_color; \n'+
+
+// Original model data
+'attribute vec3 a_Vertex;\n' +
+'attribute vec3 a_Vertex_normal;\n' +
+'attribute vec3 a_Color;\n' +
+
+// Data (to be interpolated) that is passed on to the fragment shader
+'varying vec3 v_Vertex;\n' +
+'varying vec4 v_Color;\n' +
+'varying vec3 v_Normal;\n' +
+
+'void main() {\n' +
+  // Perform the model and view transformations on the vertex and pass this
+  // location to the fragment shader.
+  'v_Vertex = vec3( (u_View * u_Model) * vec4(a_Vertex, 1.0) ); \n'+
+
+  // Perform the model and view transformations on the vertex's normal vector
+  // and pass this normal vector to the fragment shader.
+  'v_Normal = vec3( (u_View * u_Model) * vec4(a_Vertex_normal, 0.0) ); \n'+
+
+  // Pass the vertex's color to the fragment shader.
+  'v_Color = vec4(a_Color, 1.0); \n'+
+
+  // Transform the location of the vertex for the rest of the graphics pipeline
+  'gl_Position = (u_Proj * u_View * u_Model) * vec4(a_Vertex, 1.0); \n'+
+'}\n' +
+'\n';
 
 // Fragment shader program
 const FSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your fragment shader code here
-  '\n';
+'\n' +
+
+// Vertex Shader
+'precision mediump int;\n'+
+'precision mediump float;\n'+
+
+// Light model
+'uniform vec3 u_Light_position; \n'+
+'uniform vec3 u_Light_color; \n'+
+'uniform float u_Shininess; \n'+
+'uniform vec3 u_Ambient_color; \n'+
+
+// Data coming from the vertex shader
+'varying vec3 v_Vertex;\n'+
+'varying vec4 v_Color;\n'+
+'varying vec3 v_Normal;\n'+
+
+'void main() { \n' +
+
+'  vec3 to_light;\n'+
+'  vec3 vertex_normal;\n'+
+'  vec3 reflection;\n'+
+'  vec3 to_camera;\n'+
+'  float cos_angle;\n'+
+'  vec3 diffuse_color;\n'+
+'  vec3 specular_color;\n'+
+'  vec3 ambient_color;\n'+
+'  vec3 color;\n'+
+
+'  ambient_color = u_Ambient_color * vec3(v_Color);\n'+
+
+'  to_light = u_Light_position - v_Vertex;\n'+
+'  to_light = normalize( to_light );\n'+
+
+'  vertex_normal = normalize( v_Normal );\n'+
+
+'  cos_angle = dot(vertex_normal, to_light);\n'+
+'  cos_angle = clamp(cos_angle, 0.0, 1.0);\n'+
+
+'  diffuse_color = vec3(v_Color) * cos_angle;\n'+
+
+'  reflection = 2.0 * dot(vertex_normal,to_light) * vertex_normal - to_light;\n'+
+
+'  to_camera = -1.0 * v_Vertex;\n'+
+
+'  reflection = normalize( reflection );\n'+
+'  to_camera = normalize( to_camera );\n'+
+'  cos_angle = dot(reflection, to_camera);\n'+
+'  cos_angle = clamp(cos_angle, 0.0, 1.0);\n'+
+'  cos_angle = pow(cos_angle, u_Shininess);\n'+
+
+'  if (cos_angle > 0.0) {\n'+
+'    specular_color = u_Light_color * cos_angle;\n'+
+'    diffuse_color = diffuse_color * (1.0 - cos_angle);\n'+
+'  } else {\n'+
+'    specular_color = vec3(0.0, 0.0, 0.0);\n'+
+'  }\n'+
+
+'  color = ambient_color + diffuse_color + specular_color;\n'+
+
+'  gl_FragColor = vec4(color, v_Color.a);\n'+
+'}\n' +
+'\n';
 
 function main() {
   // Retrieve <canvas> element
   const canvas = document.getElementById('my-canvas');
+  
+  // Get the rendering context for WebGL
+  const gl = getWebGLContext(canvas);
+  if (!gl) {
+    console.log('Failed to get the rendering context for WebGL');
+    return;
+  }
+  gl.enable(gl.DEPTH_TEST);
+  
+  // Initialize shaders
+  if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
+    console.log('Failed to intialize shaders.');
+    return;
+  }
+
+  // Write the positions of vertices to a vertex shader
+  let n = initVertexBuffers(gl);
+  if (n < 0) {
+    console.log('Failed to set the positions of the vertices');
+    return;
+  }
+
+  // Model
+  let projUniform = gl.getUniformLocation(gl.program , 'u_Proj');
+  let viewUniform = gl.getUniformLocation(gl.program , 'u_View');
+  let modelUniform = gl.getUniformLocation(gl.program , 'u_Model');
+
+  // Ligth
+  let lightPositionUniform = gl.getUniformLocation(gl.program , 'u_Light_position');
+  let lightColorUniform = gl.getUniformLocation(gl.program , 'u_Light_color');
+  let shininessUniform = gl.getUniformLocation(gl.program , 'u_Shininess');
+  let ambientUniform = gl.getUniformLocation(gl.program , 'u_Ambient_color');
+
+  // Model
+  let modelMatrix = new Matrix4();
+  let viewMatrix = new Matrix4();
+  let projMatrix = new Matrix4();
+  let eyeMatrix = [0 , 4];
+
+  projMatrix.setPerspective(30, canvas.width/canvas.height, 1, 100);
+
+  // Light
+  let lightPosition = [0.0, 0.0, 3.0];
+  
+  gl.uniform3fv(lightColorUniform, [1.0, 1.0, 1.0]);
+  gl.uniform1f(shininessUniform,  gl.FALSE, 64);
+  gl.uniform3fv(ambientUniform, [0.4, 0.4, 0.4]);
+  gl.uniform3fv(lightPositionUniform, lightPosition);
+
+  gl.uniformMatrix4fv(modelUniform, false, modelMatrix.elements); 
+  gl.uniformMatrix4fv(viewUniform, false, viewMatrix.elements);
+  gl.uniformMatrix4fv(projUniform, false, projMatrix.elements);
+
+  let ANGLE = 180.0; // The rotation angle
+  
+  let callback = function() {
+    
+    // ==== TOP =====
+    modelMatrix.setTranslate(0,-0.85,0);
+    gl.uniformMatrix4fv(modelUniform, false, modelMatrix.elements);
+    gl.clearColor(0, 0, 0, 1);
+    gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+    gl.drawArrays(gl.TRIANGLES, 0, n);
+    // Draw plateform
+    n = drawPlateform(gl);
+    
+    // ==== Bottom =====
+    modelMatrix.setRotate(ANGLE, 0, 0, 1);  // Set rotation matrix
+    modelMatrix.translate(0,-0.15,0);
+    gl.uniformMatrix4fv(modelUniform, false, modelMatrix.elements);
+    gl.drawArrays(gl.TRIANGLES, 0, n);
+    
+    // Detect key
+    detectKey(eyeMatrix, lightPosition);
+
+    // update Camera
+    viewMatrix.setLookAt(eyeMatrix[0], eyeMatrix[1], 9, 0,0,0, 0,1,0);
+    gl.uniformMatrix4fv(viewUniform, false, viewMatrix.elements);
+
+    // update light position
+    gl.uniform3fv(lightPositionUniform, lightPosition);
+
+    console.log(eyeMatrix);
+    console.log(lightPosition);
+    
+    requestAnimationFrame(callback);
+  }
+  
+  requestAnimationFrame(callback);
+}
+
+function detectKey(eyeMatrix, lightPosition) {
+
+  const vitesseCamera = 1;
+  const vitesseLight = 3;
+
+  document.onkeydown = function(event) {
+    switch (event.keyCode) {
+      case 81: // Q 
+        eyeMatrix[0] -= vitesseCamera;
+      break;
+      case 90: // Z
+        eyeMatrix[1] += vitesseCamera;
+      break;
+      case 68: // D
+        eyeMatrix[0] += vitesseCamera;
+        break;
+      case 83: // S
+        eyeMatrix[1] -= vitesseCamera;
+      break;
+      // x: gauche droite ; y : haut, bas ; z: w, x
+      case 37: // gauche
+        lightPosition[0] -= vitesseLight;
+      break;
+      case 38: // up
+        lightPosition[1] += vitesseLight;
+      break;
+      case 39: // droite 
+        lightPosition[0] += vitesseLight;
+        break;
+      case 40: // down
+        lightPosition[1] -= vitesseLight;
+      break;
+      case 90: // w
+        lightPosition[2] -= vitesseLight;
+      break;
+      case 88: // x
+        lightPosition[2] += vitesseLight;
+      break;
+    }
+    };
+}
+
+function initVertexBuffers(gl) {
+  // This is the model
+  const vertices = new Float32Array([
+    // ====== Front ============
+    // x ,  y  , z,  R ,  G ,  B
+    // Triangle 1
+   -1/6, 3/6,-0.25,  0.0,0.0,1.0,
+   1/6, 3/6,-0.25,  0.0,0.0,1.0,
+   -3/6, -2/6,0,  0.0,0.0,1.0,
+    // Triangle 2
+   -3/6, -2/6, 0 ,  0.0,0.0,1.0,
+   3/6, -2/6, 0  ,  0.0,0.0,1.0,
+   1/6, 3/6, -0.25,  0.0,0.0,1.0,
+   // =========== Back ===============
+   // Triangle 1
+   -1/6, 3/6,-0.5 ,  0.0,1.0,0.0,
+   1/6, 3/6,-0.5  ,  0.0,1.0,0.0,
+   -3/6, -2/6,-0.75,  0.0,1.0,0.0,
+    // Triangle 2
+   -3/6, -2/6, -0.75 ,  0.0,1.0,0.0,
+   3/6, -2/6, -0.75  ,  0.0,1.0,0.0,
+   1/6, 3/6, -0.5,  0.0,1.0,0.0,
+   // =========== Top ===============   
+   // Triangle 1
+   -1/6, 3/6,-0.25,  0.0,0.5,0.0,
+   1/6, 3/6,-0.25  ,  0.0,0.5,0.0,
+   1/6, 3/6,-0.5,  0.0,0.5,0.0,
+   // Triangle 2
+   -1/6, 3/6,-0.5, 0.0,0.5,0.0,
+   1/6, 3/6, -0.5, 0.0,0.5,0.0,
+   -1/6, 3/6,-0.25, 0.0,0.5,0.0,
+   // =========== Bottom ===============   
+   // Triangle 1
+   -3/6, -2/6,0,  1.0,1.0,1.0,
+   3/6, -2/6,0  ,  1.0,1.0,1.0,
+   3/6, -2/6,-0.75,  1.0,1.0,1.0,
+   // Triangle 2
+   -3/6, -2/6,-0.75, 1.0,1.0,1.0,
+    3/6, -2/6, -0.75, 1.0,1.0,1.0,
+   -3/6, -2/6, 0,  1.0,1.0,1.0,
+   // =========== Left ===============   
+   // Triangle 1
+   -1/6, 3/6, -0.25,  1.0,0.0,0.0,
+   -1/6, 3/6, -0.5,  1.0,0.0,0.0,
+   -3/6, -2/6,-0.75,  1.0,0.0,0.0,
+   // Triangle 2
+   -3/6, -2/6, 0,  1.0,0.0,0.0,
+   -3/6, -2/6, -0.75,  1.0,0.0,0.0,
+   -1/6, 3/6,-0.25,  1.0,0.0,0.0,
+   // =========== Right ===============   
+   // Triangle 1
+   1/6, 3/6, -0.25,  1.0,0.0,0.5,
+   1/6, 3/6, -0.5,  1.0,0.0,0.5,
+   3/6, -2/6,-0.75,  1.0,0.0,0.5,
+   // Triangle 2
+   3/6, -2/6, -0.75,  1.0,0.0,0.5,
+   3/6, -2/6, 0,  1.0,0.0,0.5,
+   1/6, 3/6,-0.25,  1.0,0.0,0.5,
+  ]);
+  const normal = new Float32Array([
+    // ====== Front ============
+    // x ,  y  , z,  R ,  G ,  B
+    // Triangle 1
+      0, 0, 1,
+      0, 0, 1,
+      0, 0, 1,
+    // Triangle 2
+      0, 0, 1,
+      0, 0, 1,
+      0, 0, 1,
+  // =========== Back ===============
+   // Triangle 1
+      0, 0, -1,
+      0, 0, -1,
+      0, 0, -1,
+    // Triangle 2
+      0, 0, -1,
+      0, 0, -1,
+      0, 0, -1,
+   // =========== Top ===============   
+   // Triangle 1
+      0, 1, 0,
+      0, 1, 0,
+      0, 1, 0,
+   // Triangle 2
+      0, 1, 0,
+      0, 1, 0,
+      0, 1, 0,
+   // =========== Bottom ===============   
+   // Triangle 1
+      0, -1, 0,
+      0, -1, 0,
+      0, -1, 0,
+   // Triangle 2
+      0, -1, 0,
+      0, -1, 0,
+      0, -1, 0,
+   // =========== Left ===============   
+   // Triangle 1
+      -1, 0, 0,
+      -1, 0, 0,
+      -1, 0, 0,
+   // Triangle 2
+      -1, 0, 0,
+      -1, 0, 0,
+      -1, 0, 0,
+   // =========== Right ===============   
+   // Triangle 1
+      1, 0, 0,
+      1, 0, 0,
+      1, 0, 0,
+   // Triangle 2
+      1, 0, 0,
+      1, 0, 0,
+      1, 0, 0, 
+  ]);
+  const n = vertices.length / 6; // The number of vertices
+  
+  // ==================== Bind : a_Vertex_normal ==============================
+  // Create a buffer object
+  const vertexNormalBuffer = gl.createBuffer();
+  if (!vertexNormalBuffer) {
+    console.log('Failed to create the buffer object');
+    return -1;
+  }
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ARRAY_BUFFER, normal, gl.STATIC_DRAW);
+  
+  const a_Vertex_normal = gl.getAttribLocation(gl.program, 'a_Vertex_normal');
+  if (a_Vertex_normal < 0) {
+    console.log('Failed to get the storage location of a_Position');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Vertex_normal, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Vertex_normal);
+
+  // ==================== Bind : a_Vertex ==============================
+  // Create a buffer object
+  const vertexBuffer = gl.createBuffer();
+  if (!vertexBuffer) {
+    console.log('Failed to create the buffer object');
+    return -1;
+  }
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+  
+  const a_Vertex = gl.getAttribLocation(gl.program, 'a_Vertex');
+  if (a_Vertex < 0) {
+    console.log('Failed to get the storage location of a_Vertex');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Vertex, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Vertex);
+  
+  // ==================== Bind : a_color ==============================
+  const a_Color = gl.getAttribLocation(gl.program, 'a_Color');
+  if (a_Color < 0) {
+    console.log('Failed to get the storage location of a_Color');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Color);
+  // ===============================================================
+
+  // Unbind the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, null);
+  
+  return n;
+}
+
+function drawPlateform(gl) {
+  
+  // Write the positions of vertices to a vertex shader
+  const n = initVertexBuffersPlateform(gl);
+  if (n < 0) {
+    console.log('Failed to set the positions of the vertices');
+    return;
+  }
+  
+  gl.drawArrays(gl.TRIANGLES, 0, n);
+  
+  // Write the positions of vertices to a vertex shader
+  const n_new = initVertexBuffers(gl);
+  if (n < 0) {
+    console.log('Failed to set the positions of the vertices');
+    return;
+  }
+  
+  return n_new;
+}
+
+function initVertexBuffersPlateform(gl) {
+  // This is the model
+  const vertices = new Float32Array([
+   // =========== Plateform ===============   
+   // Triangle 1
+   2, -2/6, 1,  1.0,0.5,0.5,
+   -2, -2/6, 1,  1.0,0.5,0.5,
+   2, -2/6, -2,  1.0,0.5,0.5,
+   // Triangle 2
+   -2, -2/6, 1,  1.0,0.5,0.5,
+   -2, -2/6, -2,  1.0,0.5,0.5,
+   2, -2/6, -2,  1.0,0.5,0.5,
+  ]);
+  const normal = new Float32Array([
+   // =========== Plateform ===============   
+   // Triangle 1
+      0, 1, 0,
+      0, 1, 0,
+      0, 1, 0,
+   // Triangle 2
+      0, 1, 0,
+      0, 1, 0,
+      0, 1, 0,
+  ]);
+  const n = vertices.length / 6; // The number of vertices
+  
+  // ==================== Bind : a_Vertex_normal ==============================
+  // Create a buffer object
+  const vertexNormalBuffer = gl.createBuffer();
+  if (!vertexNormalBuffer) {
+    console.log('Failed to create the buffer object');
+    return -1;
+  }
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ARRAY_BUFFER, vertexNormalBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ARRAY_BUFFER, normal, gl.STATIC_DRAW);
+  
+  const a_Vertex_normal = gl.getAttribLocation(gl.program, 'a_Vertex_normal');
+  if (a_Vertex_normal < 0) {
+    console.log('Failed to get the storage location of a_Position');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Vertex_normal, 3, gl.FLOAT, false, 3 * Float32Array.BYTES_PER_ELEMENT, 0);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Vertex_normal);
+
+  // ==================== Bind : a_Vertex ==============================
+  // Create a buffer object
+  const vertexBuffer = gl.createBuffer();
+  if (!vertexBuffer) {
+    console.log('Failed to create the buffer object');
+    return -1;
+  }
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);
+  
+  const a_Vertex = gl.getAttribLocation(gl.program, 'a_Vertex');
+  if (a_Vertex < 0) {
+    console.log('Failed to get the storage location of a_Vertex');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Vertex, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 0);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Vertex);
+  
+  // ==================== Bind : a_color ==============================
+  const a_Color = gl.getAttribLocation(gl.program, 'a_Color');
+  if (a_Color < 0) {
+    console.log('Failed to get the storage location of a_Color');
+    return -1;
+  }
+  
+  // Assign the buffer object to a_Position variable
+  gl.vertexAttribPointer(a_Color, 3, gl.FLOAT, false, 6 * Float32Array.BYTES_PER_ELEMENT, 3 * Float32Array.BYTES_PER_ELEMENT);
+  // Enable the assignment to a_Position variable
+  gl.enableVertexAttribArray(a_Color);
+  // ===============================================================
 
-  // TODO: Complete with your code here
-}
\ No newline at end of file
+  // Unbind the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, null);
+  
+  return n;
+}