function iniciarShaders()
{
var vertexShader = getShader(gl, "#shader-vs");
var fragmentShader = getShader(gl, "#shader-fs");
shaderProgram = gl.createProgram();
gl.attachShader(shaderProgram, vertexShader);
gl.attachShader(shaderProgram, fragmentShader);
gl.linkProgram(shaderProgram);
if(!gl.getProgramParameter(shaderProgram, gl.LINK_STATUS))
{
alert("Não pode inicializar shaders");
}
gl.useProgram(shaderProgram);
shaderProgram.vertexPositionAttribute = gl.vertexPositionAttribute = gl.getAttribLocation(shaderProgram, "aVertexPosition");
gl.enableVertexAttribArray(shaderProgram.vertexPositionAttribute);
shaderProgram.vertexColorAttribute = gl.getAttribLocation(shaderProgram, "aVertexColor");
gl.enableVertexAttribArray(shaderProgram.vertexColorAttribute);
shaderProgram.pMatrixUniform = gl.getUniformLocation(shaderProgram,
"uPMatrix");
shaderProgram.vMatrixUniform = gl.getUniformLocation(shaderProgram,
"uVMatrix");
shaderProgram.mMatrixUniform = gl.getUniformLocation(shaderProgram,
"uMMatrix");
}