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);