diff --git a/lab3/src/lab3.js b/lab3/src/lab3.js
index 09bd02ee0cf77bbc69249e65635fb7dff3200bf9..653303d96b9520a1bedebcbe4eff01827f0ddfdf 100644
--- a/lab3/src/lab3.js
+++ b/lab3/src/lab3.js
@@ -157,7 +157,7 @@ function main() {
   // Light
   let lightPosition = [0.0, 0.0, 3.0];
   
-  gl.uniform3fv(lightColorUniform, [1.0, 1.0, 1.0]);
+  gl.uniform3fv(lightColorUniform, [0.5, 0.5, 0.5]);
   gl.uniform1f(shininessUniform,  gl.FALSE, 64);
   gl.uniform3fv(ambientUniform, [0.4, 0.4, 0.4]);
   gl.uniform3fv(lightPositionUniform, lightPosition);
@@ -261,49 +261,49 @@ function initVertexBuffers(gl) {
    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,
+   -1/6, 3/6,-0.5 ,  0.0,0.0,1.0,
+   1/6, 3/6,-0.5  ,  0.0,0.0,1.0,
+   -3/6, -2/6,-0.75,  0.0,0.0,1.0,
     // 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,
+   -3/6, -2/6, -0.75 , 0.0,0.0,1.0,
+   3/6, -2/6, -0.75  , 0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
    // =========== 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,
+   -1/6, 3/6,-0.25, 0.0,0.0,1.0,
+   1/6, 3/6,-0.25,  0.0,0.0,1.0,
+   1/6, 3/6,-0.5,  0.0,0.0,1.0,
    // 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,
+   -1/6, 3/6,-0.5, 0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   -1/6, 3/6,-0.25, 0.0,0.0,1.0,
    // =========== 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,
+   -3/6, -2/6,0,  0.0,0.0,1.0,
+   3/6, -2/6,0  , 0.0,0.0,1.0,
+   3/6, -2/6,-0.75, 0.0,0.0,1.0,
    // 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,
+   -3/6, -2/6,-0.75, 0.0,0.0,1.0,
+    3/6, -2/6, -0.75, 0.0,0.0,1.0,
+   -3/6, -2/6, 0,  0.0,0.0,1.0,
    // =========== 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,
+   -1/6, 3/6, -0.25, 0.0,0.0,1.0,
+   -1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   -3/6, -2/6,-0.75,  0.0,0.0,1.0,
    // 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,
+   -3/6, -2/6, 0, 0.0,0.0,1.0,
+   -3/6, -2/6, -0.75, 0.0,0.0,1.0,
+   -1/6, 3/6,-0.25, 0.0,0.0,1.0,
    // =========== 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,
+   1/6, 3/6, -0.25,  0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   3/6, -2/6,-0.75, 0.0,0.0,1.0,
    // 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,
+   3/6, -2/6, -0.75,  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,
   ]);
   const normal = new Float32Array([
     // ====== Front ============
diff --git a/lab4/src/lab4.html b/lab4/src/lab4.html
index 2bb37bcbd21a70f6bb9acddb83953d93aa5bf516..14df1ddf470c6d7fa3766040408a7eac64875ea5 100644
--- a/lab4/src/lab4.html
+++ b/lab4/src/lab4.html
@@ -5,12 +5,25 @@
   <title>Lab 4</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="lab4.js"></script>
 </body>
-</html>
\ No newline at end of file
+</html>
diff --git a/lab4/src/lab4.js b/lab4/src/lab4.js
index 105a227db9e7e4d4abde40b5002e7c75eb860fb4..653303d96b9520a1bedebcbe4eff01827f0ddfdf 100644
--- a/lab4/src/lab4.js
+++ b/lab4/src/lab4.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, [0.5, 0.5, 0.5]);
+  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 ,  0.0,0.0,1.0,
+   1/6, 3/6,-0.5  ,  0.0,0.0,1.0,
+   -3/6, -2/6,-0.75,  0.0,0.0,1.0,
+    // Triangle 2
+   -3/6, -2/6, -0.75 , 0.0,0.0,1.0,
+   3/6, -2/6, -0.75  , 0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   // =========== Top ===============   
+   // 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,
+   1/6, 3/6,-0.5,  0.0,0.0,1.0,
+   // Triangle 2
+   -1/6, 3/6,-0.5, 0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   -1/6, 3/6,-0.25, 0.0,0.0,1.0,
+   // =========== Bottom ===============   
+   // Triangle 1
+   -3/6, -2/6,0,  0.0,0.0,1.0,
+   3/6, -2/6,0  , 0.0,0.0,1.0,
+   3/6, -2/6,-0.75, 0.0,0.0,1.0,
+   // Triangle 2
+   -3/6, -2/6,-0.75, 0.0,0.0,1.0,
+    3/6, -2/6, -0.75, 0.0,0.0,1.0,
+   -3/6, -2/6, 0,  0.0,0.0,1.0,
+   // =========== Left ===============   
+   // Triangle 1
+   -1/6, 3/6, -0.25, 0.0,0.0,1.0,
+   -1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   -3/6, -2/6,-0.75,  0.0,0.0,1.0,
+   // Triangle 2
+   -3/6, -2/6, 0, 0.0,0.0,1.0,
+   -3/6, -2/6, -0.75, 0.0,0.0,1.0,
+   -1/6, 3/6,-0.25, 0.0,0.0,1.0,
+   // =========== Right ===============   
+   // Triangle 1
+   1/6, 3/6, -0.25,  0.0,0.0,1.0,
+   1/6, 3/6, -0.5, 0.0,0.0,1.0,
+   3/6, -2/6,-0.75, 0.0,0.0,1.0,
+   // Triangle 2
+   3/6, -2/6, -0.75,  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,
+  ]);
+  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;
+}