precision highp float;
is probably the best for us.
this.size = edges.length/2; this.vpos = gl.getAttribLocation(program, posName); this.cpos = gl.getAttribLocation(program, colorName);
12*this.size
gl.vertexAttribPointer(this.vpos, 3, gl.FLOAT, false, 0, 0); gl.enableVertexAttribArray(this.vpos); gl.vertexAttribPointer(this.cpos, 3, gl.FLOAT, false, 0, this.size*12); gl.enableVertexAttribArray(this.cpos);