diff --git a/lab1/Cours IHM Labo 1.pdf b/lab1/Cours IHM Labo 1.pdf
new file mode 100644
index 0000000000000000000000000000000000000000..d0bdd86bf3606bfef95bdf6e6a9cd8297a256af2
Binary files /dev/null and b/lab1/Cours IHM Labo 1.pdf differ
diff --git a/lab1/README.txt b/lab1/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..256490cb25bbaefd74b427e2f3821796ca9ca894
--- /dev/null
+++ b/lab1/README.txt
@@ -0,0 +1 @@
+Tp r�alis� durant l'ann�e 2018/2019
\ No newline at end of file
diff --git a/lab1/REAME.md b/lab1/REAME.md
deleted file mode 100644
index f93a378562ffb18f21872c8c5a941f21403caa48..0000000000000000000000000000000000000000
--- a/lab1/REAME.md
+++ /dev/null
@@ -1,9 +0,0 @@
-# Lab1 IHM
-
-Ce dossier contient un template pour le lab1.
-
-Vous devez compléter les 4 sections **TODO** dans le fichier `lab1.js`:
-
-- Dans le vertex shader (ligne 4)
-- Dans le fragment shader (ligne 10)
-- Dans la fonction `initVertexBuffers` (ligne 50 et 66)
\ No newline at end of file
diff --git a/lab1/labo1.html b/lab1/labo1.html
new file mode 100644
index 0000000000000000000000000000000000000000..6f4ee3a8f7f1c8cbd7da20f10afb4e0463f5b516
--- /dev/null
+++ b/lab1/labo1.html
@@ -0,0 +1,27 @@
+<!DOCTYPE html>
+<!--
+	Cedric Dos Reis
+	IHM
+	31.10.2018
+-->
+
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <title>TP1</title>
+	<style>
+         #webgl{border:1px solid black;}
+    </style>
+  </head>
+  <body onload="main()">
+	<canvas id="webgl" width="500" height="500">
+		Please use a browser that supports "canvas"
+    </canvas>
+
+    <script src="lib/webgl-utils.js"></script>
+    <script src="lib/webgl-debug.js"></script>
+    <script src="lib/cuon-utils.js"></script>
+	<script src="labo1.js"></script>
+	
+  </body>
+</html>
diff --git a/lab1/labo1.js b/lab1/labo1.js
new file mode 100644
index 0000000000000000000000000000000000000000..fca14ddb43267a3fa9b237f3aaf16f2428c69c82
--- /dev/null
+++ b/lab1/labo1.js
@@ -0,0 +1,157 @@
+// Cedric Dos Reis
+// IHM
+// 31.10.2018
+
+// Vertex shader program
+var VSHADER_SOURCE =
+	'attribute vec3 coordinates;'+
+	'attribute vec3 color;'+
+	'varying vec3 vColor;'+
+	'void main(void) {' +
+		'gl_Position = vec4(coordinates, 1.0);' +
+		'vColor = color;'+
+	'}';
+
+// Fragment shader program
+var FSHADER_SOURCE =
+	'precision mediump float;'+
+	'varying vec3 vColor;'+
+	'void main(void) {'+
+		'gl_FragColor = vec4(vColor, 1.0);'+
+	'}';
+
+function main() {
+	// Retrieve <canvas> element
+	var canvas = document.getElementById('webgl');
+
+	// Get the rendering context for WebGL
+	var gl = getWebGLContext(canvas);
+	if (!gl) {
+		console.log('Failed to get the rendering context for WebGL');
+		return;
+	}
+
+	// Initialize shaders
+	if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
+		console.log('Failed to intialize shaders.');
+		return;
+	}
+
+	// Write the positions, colors & indices of vertices to buffers
+	initVertexBuffers(gl);
+	var nbIndices = initIndexBuffers(gl);
+	initColorBuffers(gl);
+	
+
+	// Specify the color for clearing <canvas>
+	gl.clearColor(1, 1, 1, 1);
+  
+	// Enable the depth test
+	gl.enable(gl.DEPTH_TEST);
+
+	// Clear <canvas>
+	gl.clear(gl.COLOR_BUFFER_BIT);
+	
+	// Set the view port
+	gl.viewport(0,0,canvas.width,canvas.height);
+
+	// Draw the rectangle
+	gl.drawElements(gl.TRIANGLES, nbIndices, gl.UNSIGNED_SHORT,0);
+}
+
+function initColorBuffers(gl) {
+	var colors = new Float32Array([
+		1,0.8,0,  1,0.8,0,  1,0.8,0,  1,0.8,0,
+		0,0.5,1,  0,0.5,1,  0,0.5,1,  0,0.5,1,
+		0,1,0.5,  0,1,0.5,  0,1,0.5,  0,1,0.5,
+		0.8,0,0.8,  0.8,0,0.8,  0.8,0,0.8,  0.8,0,0.8,
+		
+	]);
+
+  // Create a buffer object
+  var colorBuffer = gl.createBuffer();
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ARRAY_BUFFER, colorBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ARRAY_BUFFER, colors, gl.STATIC_DRAW);
+  
+  var color = gl.getAttribLocation(gl.program, "color");
+  // point an attribute to the color
+  gl.vertexAttribPointer(color,3,gl.FLOAT, false,0,0);
+  //enable the color attribute
+  gl.enableVertexAttribArray(color);
+}
+
+function initIndexBuffers(gl) {
+	var indices = new Uint16Array([
+		3,2,1, // index in vertices array for triangle vertex
+		3,1,0,
+			
+		4,5,6,
+		4,6,7,
+		
+		8,9,10,
+		8,10,11,
+		
+		12,13,14,
+		13,14,15,
+	]);
+
+  // Create a buffer object
+  var indexBuffer = gl.createBuffer();
+
+  // Bind the buffer object to target
+  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+  // Write date into the buffer object
+  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+  
+  return indices.length;
+}
+
+function initVertexBuffers(gl) {
+  var vertices = new Float32Array([
+    // top left
+	-1,1,0,
+	-1,0.2,0,
+	-0.2,0.2,0,
+	-0.2,1,0, 
+	
+	//bottom left
+	-0.2,0.2,0,
+	-1,0.2,0,
+	-1,-0.6,0,
+	-0.2,-0.6,0,
+	
+	//top right
+	-0.2,0.2,0,
+	-0.2,1,0,
+	1,1,0,
+	1,0.2,0,
+	
+	//bottom right
+	0.2,0.2,0,
+	1,0.2,0,
+	0.2,-0.6,0,
+	1,-0.6,0
+  ]);
+
+  // Create a buffer object
+  var vertexBuffer = gl.createBuffer();
+
+  // 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);
+  
+  var coord = gl.getAttribLocation(gl.program, "coordinates");
+  //point an attribute to the buffer
+  gl.vertexAttribPointer(coord, 3, gl.FLOAT, false,0,0);
+  // enable the attribute
+  gl.enableVertexAttribArray(coord);
+}
+
+
+
+
+
diff --git a/lab2/src/lib/cuon-matrix.js b/lab1/lib/cuon-matrix.js
similarity index 100%
rename from lab2/src/lib/cuon-matrix.js
rename to lab1/lib/cuon-matrix.js
diff --git a/lab1/src/lib/cuon-utils.js b/lab1/lib/cuon-utils.js
similarity index 100%
rename from lab1/src/lib/cuon-utils.js
rename to lab1/lib/cuon-utils.js
diff --git a/lab1/src/lib/webgl-debug.js b/lab1/lib/webgl-debug.js
similarity index 100%
rename from lab1/src/lib/webgl-debug.js
rename to lab1/lib/webgl-debug.js
diff --git a/lab1/src/lib/webgl-utils.js b/lab1/lib/webgl-utils.js
similarity index 100%
rename from lab1/src/lib/webgl-utils.js
rename to lab1/lib/webgl-utils.js
diff --git a/lab1/src/lab1.html b/lab1/src/lab1.html
deleted file mode 100644
index a657a5c628bc47acb6afd3b84c1e81b2dc52af5c..0000000000000000000000000000000000000000
--- a/lab1/src/lab1.html
+++ /dev/null
@@ -1,16 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-<head>
-  <meta charset="UTF-8">
-  <title>Simple model</title>
-</head>
-<body onload="main()">
-<canvas width="600" height="600" id="my_Canvas">
-  Please use a browser that supports "canvas"
-</canvas>
-<script src="lib/webgl-utils.js"></script>
-<script src="lib/webgl-debug.js"></script>
-<script src="lib/cuon-utils.js"></script>
-<script src="lab1.js"></script>
-</body>
-</html>
\ No newline at end of file
diff --git a/lab1/src/lab1.js b/lab1/src/lab1.js
deleted file mode 100644
index f61b5431141f7c4750653973947614ee0a6ccca1..0000000000000000000000000000000000000000
--- a/lab1/src/lab1.js
+++ /dev/null
@@ -1,75 +0,0 @@
-// Vertex shader program
-const VSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your vertex shader code here
-  '\n';
-
-// Fragment shader program
-const FSHADER_SOURCE =
-  '\n' +
-  // TODO: Implement your fragment shader code here
-  '\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;
-  }
-
-  // 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
-  const n = initVertexBuffers(gl);
-  if (n < 0) {
-    console.log('Failed to set the positions of the vertices');
-    return;
-  }
-
-  // Specify the color for clearing <canvas>
-  gl.clearColor(0, 0, 0, 1);
-
-  // Clear <canvas>
-  gl.clear(gl.COLOR_BUFFER_BIT);
-
-  // Draw the rectangle
-  gl.drawArrays(gl.TRIANGLES, 0, n);
-}
-
-function initVertexBuffers(gl) {
-  // This is the model
-  const vertices = new Float32Array([
-  // TODO: Create your model here
-  ]);
-  const n = 3; // The number of vertices
-
-  // 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);
-
-  // TODO:
-  //  1. Bind your attribute variable in the vertex shader to a JavaScript varibale using gl.getAttribLocation(...) function
-  //  2. Assign the buffer object to this attribute variable using gl.vertexAttribPointer(...) function
-  //  3. Enable the assignment to this attribute variable using gl.enableVertexAttribArray(...) function
-
-  // Unbind the buffer object
-  gl.bindBuffer(gl.ARRAY_BUFFER, null);
-
-  return n;
-}
diff --git a/lab1/doc/enonce.pdf b/lab2/Cours IHM Labo 2.pdf
similarity index 60%
rename from lab1/doc/enonce.pdf
rename to lab2/Cours IHM Labo 2.pdf
index bf1d751aaf9afd0ffeec97148aecd0f9921439dc..23b837652a8e3a9d9a6ae5112aab64f5134294f4 100644
Binary files a/lab1/doc/enonce.pdf and b/lab2/Cours IHM Labo 2.pdf differ
diff --git a/lab2/README.md b/lab2/README.md
deleted file mode 100644
index 83f22b66a359e5918d39d4bdb30d0820616dafd5..0000000000000000000000000000000000000000
--- a/lab2/README.md
+++ /dev/null
@@ -1,63 +0,0 @@
-# Lab2 IHM
-
-This folder contains a template for the **lab2** of IHM course. 
-
----
-
-***This template is optional. You are allowed to realize your lab from scratch***.
-
----
-
-* Execute this command line : `git pull base master` under your local repository where you did the **lab1**
-
-  > Before doing so, check that you have defined this repository as a second remote repo by executing this command line:
-  >
-  > ```shell
-  > git remote -v
-  > ```
-  >
-  > You should see this line in the output:
-  >
-  > ```
-  > base ssh://git@ssh.hesge.ch:10572/cours-ihm/labs_ihm_2019_preparation.git
-  > ```
-  >
-  > Otherwise, execute this command line: 
-  >
-  > ```bash
-  > git remote add base ssh://git@ssh.hesge.ch:10572/cours-ihm/labs_ihm_2019.git
-  > ```
-
-* Read carefully this README file, it will help you modeling your 3D Letter
-
-* If you want to use this template, there are 3 files to complete. You should start understanding and completing first the `WebglInstance.js` file, then completing `YourLetter.js` file, and finally you complete the `lab2.js` file.
-
-* Here is the list of the **TODO**s:
-
-  ![](./readme_assets/todos.png)
-
-# Modeling a letter: explanation
-
-![](./readme_assets/A.png)
-
-* Modeling letters:
-    * Letter base size: `(2, 2, 1)`
-    
-    * Vertex $P0$ has coordinates  `(1,1,0.5)`, $P1$ has coordinates `(0.25,1, 0.5)`... (*see figure 1*)
-    
-    * Defining faces: 
-    
-      **Front face**
-    
-      * Vertices: `P0, P1, P2, P3, P4, P5, P6, P7, P16, P17, P18` (*see figure 2*)
-    
-      * Indices: `0,1,8, 0,8,6, 0,6,7, 1,8,9, 1,9,2, 2,9,10, 2,3,10, 3,10,5, 3,4,5, 5,6,10, 6,8,10` 
-    
-        Indices `0,1,8` represent the triangle `(P0,P1,P16)` (*green triangle in the figure 2*)
-    
-        Indices `0,8,6` represent the triangle `(P0,P16,P6)` (*yellow triangle in the figure 2*)
-    
-      **An other face** (*see figure 3*)
-    
-      * Vertices: `P0, P8, P9, P1`
-      * Indices: `22,23,24, 22,24,25` (representing two triangles)
diff --git a/lab2/README.txt b/lab2/README.txt
new file mode 100644
index 0000000000000000000000000000000000000000..280ec12ad384cf4217f1730147c6825b7a4d83ca
--- /dev/null
+++ b/lab2/README.txt
@@ -0,0 +1 @@
+tp realis� durant le cour IHM de 2018/2019
\ No newline at end of file
diff --git a/lab2/doc/enonce.pdf b/lab2/doc/enonce.pdf
deleted file mode 100644
index 9d5709231a651c9b0a9b93137d63eaacbb63cead..0000000000000000000000000000000000000000
Binary files a/lab2/doc/enonce.pdf and /dev/null differ
diff --git a/lab2/labo2.html b/lab2/labo2.html
new file mode 100644
index 0000000000000000000000000000000000000000..ebafed408698d34709bbff3dea35b8474b0c400c
--- /dev/null
+++ b/lab2/labo2.html
@@ -0,0 +1,39 @@
+<!DOCTYPE html>
+<!--
+	Cedric Dos Reis
+	Novembre 2018
+	Hepia - IHM
+-->
+
+<html lang="en">
+  <head>
+    <meta charset="utf-8" />
+    <title>TP2</title>
+	<style>
+         #webgl{border:1px solid black;}
+    </style>
+  </head>
+  <body onload="main()">
+	<canvas id="webgl" width="500" height="500">
+		Please use a browser that supports "canvas"
+    </canvas>
+
+    <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="labo2.js"></script>
+	<br>
+	<p><input type="checkbox" name="light1" checked=true onclick="handleCheckBox(this)">Ambient Light<br>
+	<p><input type="checkbox" name="light2" checked=true onclick="handleCheckBox(this)">Light 2<br>
+	<p> Use key w,a,s,d to move the camera</p>
+	<p> Use arrows to rotate the camera</p>
+	<!-- light 
+		http://rodger.global-linguist.com/webgl/ch08/LightedCube.html
+		http://rodger.global-linguist.com/webgl/ch08/LightedCube_ambient.html
+		http://rodger.global-linguist.com/webgl/ch08/PointLightedCube.html
+	-->
+	
+	
+  </body>
+</html>
diff --git a/lab2/labo2.js b/lab2/labo2.js
new file mode 100644
index 0000000000000000000000000000000000000000..db618a194db24e1783e0d456f20ae196892e0dc3
--- /dev/null
+++ b/lab2/labo2.js
@@ -0,0 +1,358 @@
+// Cedric Dos Reis
+// Novembre 2018
+// Hepia - IHM
+
+
+// Vertex shader program
+var VSHADER_SOURCE =
+  'attribute vec4 a_Position;\n' +
+  'attribute vec4 a_Color;\n' +
+  'attribute vec4 a_Normal;\n' +
+  'uniform mat4 u_MvpMatrix;\n' +
+  'uniform mat4 u_ModelMatrix;\n' +   // Model matrix
+  'uniform mat4 u_NormalMatrix;\n' +  // Transformation matrix of the normal
+  'uniform vec3 u_LightColor;\n' +    // Light color
+  'uniform vec3 u_LightPosition;\n' + // Position of the light source (in the world coordinate system)
+  'uniform vec3 u_AmbientLight;\n' +  // Ambient light color
+  'varying vec4 v_Color;\n' +
+  'void main() {\n' +
+  '  gl_Position = u_MvpMatrix * a_Position;\n' +
+     // Recalculate the normal based on the model matrix and make its length 1.
+  '  vec3 normal = normalize(vec3(u_NormalMatrix * a_Normal));\n' +
+     // Calculate world coordinate of vertex
+  '  vec4 vertexPosition = u_ModelMatrix * a_Position;\n' +
+     // Calculate the light direction and make it 1.0 in length
+  '  vec3 lightDirection = normalize(u_LightPosition - vec3(vertexPosition));\n' +
+     // The dot product of the light direction and the normal
+  '  float nDotL = max(dot(lightDirection, normal), 0.0);\n' +
+     // Calculate the color due to diffuse reflection
+  '  vec3 diffuse = u_LightColor * a_Color.rgb * nDotL;\n' +
+     // Calculate the color due to ambient reflection
+  '  vec3 ambient = u_AmbientLight * a_Color.rgb;\n' +
+     //  Add the surface colors due to diffuse reflection and ambient reflection
+  '  v_Color = vec4(diffuse + ambient, a_Color.a);\n' + 
+  '}\n';
+
+// Fragment shader program
+var FSHADER_SOURCE =
+  '#ifdef GL_ES\n' +
+  'precision mediump float;\n' +
+  '#endif\n' +
+  'varying vec4 v_Color;\n' +
+  'void main() {\n' +
+  '  gl_FragColor = v_Color;\n' +
+  '}\n';
+  
+var camHeight = 0, camSide = 0, camRotateSide = 0, camRotateFront =0;
+
+var displayLight1 = true, displayLight2 = true;
+
+function main() {
+	// Retrieve <canvas> element
+	var canvas = document.getElementById('webgl');
+
+	// Get the rendering context for WebGL
+	var gl = getWebGLContext(canvas);
+	if (!gl) {
+		console.log('Failed to get the rendering context for WebGL');
+		return;
+	}
+
+	// Initialize shaders
+	if (!initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE)) {
+		console.log('Failed to intialize shaders.');
+		return;
+	}
+
+	// 
+	var n = initVertexBuffers(gl);
+	if (n < 0) {
+		console.log('Failed to set the vertex information');
+		return;
+	}
+
+	// Set the clear color and enable the depth test
+	gl.clearColor(0, 0, 0, 1);
+	gl.enable(gl.DEPTH_TEST);
+	
+	// Get the storage locations of uniform variables and so on
+	var u_ModelMatrix = gl.getUniformLocation(gl.program, 'u_ModelMatrix');
+	var u_MvpMatrix = gl.getUniformLocation(gl.program, 'u_MvpMatrix');
+	var u_NormalMatrix = gl.getUniformLocation(gl.program, 'u_NormalMatrix');
+	var u_LightColor = gl.getUniformLocation(gl.program, 'u_LightColor');
+	var u_LightPosition = gl.getUniformLocation(gl.program, 'u_LightPosition');
+	var u_DiffuseLight = gl.getUniformLocation(gl.program, 'u_DiffuseLight');
+	var u_LightDirection = gl.getUniformLocation(gl.program, 'u_LightDirection');
+	var u_AmbientLight = gl.getUniformLocation(gl.program, 'u_AmbientLight');
+	if (!u_MvpMatrix || !u_NormalMatrix || !u_LightColor || !u_LightPosition || !u_AmbientLight) { 
+    console.log('Failed to get the storage location');
+    return;
+  }
+
+
+  var modelMatrix = new Matrix4();  // Model matrix
+  var mvpMatrix = new Matrix4();    // Model view projection matrix
+  var normalMatrix = new Matrix4(); // Transformation matrix for normals
+
+  
+
+  
+  
+	// Set the light direction (in the world coordinate)
+	var lightDirection = new Vector3([5.0, 0.0, -5.0]);
+
+	draw(gl, n, u_MvpMatrix, mvpMatrix, u_LightDirection, lightDirection, u_AmbientLight, u_DiffuseLight, u_LightColor, u_LightPosition, modelMatrix, u_ModelMatrix, normalMatrix, u_NormalMatrix);
+  
+	window.onkeydown = function(ev){ 
+		keydown(ev, gl, n, u_MvpMatrix, mvpMatrix, u_LightDirection, lightDirection, u_AmbientLight, u_DiffuseLight, u_LightColor, u_LightPosition, modelMatrix, u_ModelMatrix, normalMatrix, u_NormalMatrix); 
+	};
+	
+}
+
+// draw scene
+function draw(gl, n, u_MvpMatrix, mvpMatrix, u_LightDirection, lightDirection, u_AmbientLight, u_DiffuseLight, u_LightColor, u_LightPosition, modelMatrix, u_ModelMatrix, normalMatrix, u_NormalMatrix){
+	
+	
+	lightDirection.normalize();     // Normalize
+	gl.uniform3fv(u_LightDirection, lightDirection.elements);
+	// Set the light color (white)
+	if(displayLight2){
+		gl.uniform3f(u_LightColor, 1.0, 1.0, 1.0);
+	}else{
+		gl.uniform3f(u_LightColor, 0, 0, 0);
+	}
+	
+	// Set the light direction (in the world coordinate)
+	gl.uniform3f(u_LightPosition, 2.3, 4.0, 3.5);
+	// Set the ambient light
+	if(displayLight1){
+		gl.uniform3f(u_AmbientLight, 0.3, 0.3, 0.3);
+	}else{
+		gl.uniform3f(u_AmbientLight, 0.0, 0.0, 0.0);
+	}
+	
+	// Calculate the model matrix
+	//modelMatrix.setRotate(90, 0, 1, 0); // Rotate around the y-axis
+	// Pass the model matrix to u_ModelMatrix
+	gl.uniformMatrix4fv(u_ModelMatrix, false, modelMatrix.elements);
+	
+	// Define camera view and position
+	mvpMatrix.setPerspective(80, 1, 1, 100);
+	mvpMatrix.lookAt(camSide, camHeight, 5, camSide + camRotateSide, camHeight + camRotateFront, 0, 0, 1, 0);
+	mvpMatrix.multiply(modelMatrix);
+	gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
+	
+	// Pass the matrix to transform the normal based on the model matrix to u_NormalMatrix
+	normalMatrix.setInverseOf(modelMatrix);
+	normalMatrix.transpose();
+	gl.uniformMatrix4fv(u_NormalMatrix, false, normalMatrix.elements);
+	
+	// Pass the model view projection matrix to u_MvpMatrix
+	gl.uniformMatrix4fv(u_MvpMatrix, false, mvpMatrix.elements);
+	
+	
+	// Clear color and depth buffer
+	gl.clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT);
+	// Draw the cube
+	gl.drawElements(gl.TRIANGLES, n, gl.UNSIGNED_BYTE, 0);
+}
+
+function initVertexBuffers(gl) {
+  // Create a cube
+  //    v6----- v5
+  //   /|      /|
+  //  v1------v0|
+  //  | |     | |
+  //  | |v7---|-|v4
+  //  |/      |/
+  //  v2------v3
+  // Coordinates
+  var vertices = new Float32Array([
+     5.0, 1.0, 1.0,   3.0, 1.0, 1.0,   3.0,-1.0, 1.0,   5.0,-1.0, 1.0, // v0-v1-v2-v3 front
+     5.0, 1.0, 1.0,   5.0,-1.0, 1.0,   5.0,-1.0,-1.0,   5.0, 1.0,-1.0, // v0-v3-v4-v5 right
+     5.0, 1.0, 1.0,   5.0, 1.0,-1.0,   3.0, 1.0,-1.0,   3.0, 1.0, 1.0, // v0-v5-v6-v1 up
+	 3.0, 1.0, 1.0,   3.0, 1.0,-1.0,   3.0,-1.0,-1.0,   3.0,-1.0, 1.0, // v1-v6-v7-v2 left
+	 3.0,-1.0,-1.0,   5.0,-1.0,-1.0,   5.0,-1.0, 1.0,   3.0,-1.0, 1.0, // v7-v4-v3-v2 down
+     5.0,-1.0,-1.0,   3.0,-1.0,-1.0,   3.0, 1.0,-1.0,   5.0, 1.0,-1.0, // v4-v7-v6-v5 back
+	 
+	 1.0, 1.0, 1.0,  -1.0, 1.0, 1.0,  -1.0,-1.0, 1.0,   1.0,-1.0, 1.0,
+	 1.0, 1.0, 1.0,   1.0,-1.0, 1.0,   1.0,-1.0,-1.0,   1.0, 1.0,-1.0,
+	 1.0, 1.0, 1.0,   1.0, 1.0,-1.0,  -1.0, 1.0,-1.0,  -1.0, 1.0, 1.0,
+	-1.0, 1.0, 1.0,  -1.0, 1.0,-1.0,  -1.0,-1.0,-1.0,  -1.0,-1.0, 1.0,
+	-1.0,-1.0,-1.0,   1.0,-1.0,-1.0,   1.0,-1.0, 1.0,  -1.0,-1.0, 1.0,
+	 1.0,-1.0,-1.0,  -1.0,-1.0,-1.0,  -1.0, 1.0,-1.0,   1.0, 1.0,-1.0,  
+	
+	-3.0, 1.0, 1.0,  -5.0, 1.0, 1.0,  -5.0,-1.0, 1.0,  -3.0,-1.0, 1.0,
+	-3.0, 1.0, 1.0,  -3.0,-1.0, 1.0,  -3.0,-1.0,-1.0,  -3.0, 1.0,-1.0,
+	-3.0, 1.0, 1.0,  -3.0, 1.0,-1.0,  -5.0, 1.0,-1.0,  -5.0, 1.0, 1.0,
+	-5.0, 1.0, 1.0,  -5.0, 1.0,-1.0,  -5.0,-1.0,-1.0,  -5.0,-1.0, 1.0,
+	-5.0,-1.0,-1.0,  -3.0,-1.0,-1.0,  -3.0,-1.0, 1.0,  -5.0,-1.0, 1.0,
+	-3.0,-1.0,-1.0,  -5.0,-1.0,-1.0,  -5.0, 1.0,-1.0,  -3.0, 1.0,-1.0,  
+  ]);
+
+  // Colors
+  var colors = new Float32Array([
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v1-v2-v3 front
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v3-v4-v5 right
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v0-v5-v6-v1 up
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v1-v6-v7-v2 left
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,     // v7-v4-v3-v2 down
+    1, 0, 0,   1, 0, 0,   1, 0, 0,   1, 0, 0,    // v4-v7-v6-v5 back
+	
+	0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+    0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+    0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+    0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+    0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+    0, 1, 1,   0, 1, 1,   0, 1, 1,   0, 1, 1,
+	
+	
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	0, 1, 0,   0, 1, 0,   0, 1, 0,   0, 1, 0,   
+	
+ ]);
+
+  // Normal
+  var normals = new Float32Array([
+    0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
+    1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
+    0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
+   -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
+    0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,  // v7-v4-v3-v2 down
+    0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   // v4-v7-v6-v5 back
+	
+	0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
+    1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
+    0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
+   -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
+    0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,  // v7-v4-v3-v2 down
+    0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   // v4-v7-v6-v5 back
+	
+	0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,   0.0, 0.0, 1.0,  // v0-v1-v2-v3 front
+    1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,   1.0, 0.0, 0.0,  // v0-v3-v4-v5 right
+    0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,   0.0, 1.0, 0.0,  // v0-v5-v6-v1 up
+   -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  -1.0, 0.0, 0.0,  // v1-v6-v7-v2 left
+    0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,   0.0,-1.0, 0.0,  // v7-v4-v3-v2 down
+    0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   0.0, 0.0,-1.0,   // v4-v7-v6-v5 back
+	
+  ]);
+
+  // Indices of the vertices
+  var indices = new Uint8Array([
+     0, 1, 2,   0, 2, 3,    // front
+     4, 5, 6,   4, 6, 7,    // right
+     8, 9,10,   8,10,11,    // up
+    12,13,14,  12,14,15,    // left
+    16,17,18,  16,18,19,    // down
+    20,21,22,  20,22,23,     // back
+	
+	24,25,26,  24,26,27,
+	28,29,30,  28,30,31,
+	32,33,34,  32,34,35,
+	36,37,38,  36,38,39,
+	40,41,42,  40,42,43,
+	44,45,46,  44,46,47,
+	
+	48,49,50,  48,50,51,
+	52,53,54,  52,54,55,
+	56,57,58,  56,58,59,
+	60,61,62,  60,62,63,
+	64,65,66,  64,66,67,
+	68,69,70,  68,70,71,
+ ]);
+
+  // Write the vertex property to buffers (coordinates, colors and normals)
+  if (!initArrayBuffer(gl, 'a_Position', vertices, 3)) return -1;
+  if (!initArrayBuffer(gl, 'a_Color', colors, 3)) return -1;
+  if (!initArrayBuffer(gl, 'a_Normal', normals, 3)) return -1;
+
+  // Unbind the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, null);
+
+  // Write the indices to the buffer object
+  var indexBuffer = gl.createBuffer();
+  if (!indexBuffer) {
+    console.log('Failed to create the buffer object');
+    return false;
+  }
+  gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
+  gl.bufferData(gl.ELEMENT_ARRAY_BUFFER, indices, gl.STATIC_DRAW);
+
+  return indices.length;
+}
+
+function initArrayBuffer(gl, attribute, data, num) {
+  // Create a buffer object
+  var buffer = gl.createBuffer();
+  if (!buffer) {
+    console.log('Failed to create the buffer object');
+    return false;
+  }
+  // Write date into the buffer object
+  gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
+  gl.bufferData(gl.ARRAY_BUFFER, data, gl.STATIC_DRAW);
+  // Assign the buffer object to the attribute variable
+  var a_attribute = gl.getAttribLocation(gl.program, attribute);
+  if (a_attribute < 0) {
+    console.log('Failed to get the storage location of ' + attribute);
+    return false;
+  }
+  gl.vertexAttribPointer(a_attribute, num, gl.FLOAT, false, 0, 0);
+  // Enable the assignment of the buffer object to the attribute variable
+  gl.enableVertexAttribArray(a_attribute);
+
+  return true;
+}
+
+// Key down
+function keydown(ev, gl, n, u_MvpMatrix, mvpMatrix, u_LightDirection, lightDirection, u_AmbientLight, u_DiffuseLight, u_LightColor, u_LightPosition, modelMatrix, u_ModelMatrix, normalMatrix, u_NormalMatrix) {
+	switch(ev.keyCode){
+		case 65 : 
+			camSide-=0.1;
+			break;
+		case 87 : 
+			camHeight+=0.1;
+			break;
+		case 68:
+			camSide+=0.1;
+			break;
+		case 83 : 
+			camHeight-=0.1;
+			break;
+		case 38 :
+			//arrow up
+			camRotateFront+=0.1;
+			break;
+		case 37:
+			// arrow left
+			camRotateSide-=0.1;
+			break;
+		case 40:
+			//arrow bottom
+			camRotateFront-=0.1;
+			break;
+		case 39: // arrow right
+			camRotateSide+=0.1;
+			break;
+    }
+    draw(gl, n, u_MvpMatrix, mvpMatrix, u_LightDirection, lightDirection, u_AmbientLight, u_DiffuseLight, u_LightColor, u_LightPosition, modelMatrix, u_ModelMatrix, normalMatrix, u_NormalMatrix);    
+}
+
+function handleCheckBox(cb){
+	console.log(cb.name);
+	console.log(cb.checked);
+	
+	if(cb.name =="light1"){
+		displayLight1 = cb.checked;
+		console.log(displayLight1);
+	}
+	
+	if(cb.name == "light2"){
+		displayLight2 = cb.checked;
+		console.log(displayLight2);
+	}
+}
\ No newline at end of file
diff --git a/lab2/lib/cuon-matrix.js b/lab2/lib/cuon-matrix.js
new file mode 100644
index 0000000000000000000000000000000000000000..b67a5dd1b998eba54f585cf3849b8c17052d2a35
--- /dev/null
+++ b/lab2/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/lab2/src/lib/cuon-utils.js b/lab2/lib/cuon-utils.js
similarity index 95%
rename from lab2/src/lib/cuon-utils.js
rename to lab2/lib/cuon-utils.js
index dc08b2ef1ee96304e68dafa7caed57f7e80894bb..471d98cd0c41a50ed30058f30f6226a4fc93465e 100644
--- a/lab2/src/lib/cuon-utils.js
+++ b/lab2/lib/cuon-utils.js
@@ -94,13 +94,13 @@ function loadShader(gl, type, source) {
 }
 
 /** 
- * Initialize and get the rendering for WebglInstance
+ * Initialize and get the rendering for WebGL
  * @param canvas <cavnas> element
  * @param opt_debug flag to initialize the context for debugging
- * @return the rendering context for WebglInstance
+ * @return the rendering context for WebGL
  */
 function getWebGLContext(canvas, opt_debug) {
-  // Get the rendering context for WebglInstance
+  // Get the rendering context for WebGL
   var gl = WebGLUtils.setupWebGL(canvas);
   if (!gl) return null;
 
diff --git a/lab2/src/lib/webgl-debug.js b/lab2/lib/webgl-debug.js
similarity index 92%
rename from lab2/src/lib/webgl-debug.js
rename to lab2/lib/webgl-debug.js
index 685868dc61347ea10c0376520f1e20ed57a765c7..8e27d54aa7f3592ed72cd40d0e7c67de558f52b4 100644
--- a/lab2/src/lib/webgl-debug.js
+++ b/lab2/lib/webgl-debug.js
@@ -2,7 +2,7 @@
 //Use of this source code is governed by a BSD-style license that can be
 //found in the LICENSE file.
 
-// Various functions for helping debug WebglInstance apps.
+// Various functions for helping debug WebGL apps.
 
 WebGLDebugUtils = function() {
 
@@ -105,7 +105,7 @@ var glEnums = null;
 
 /**
  * Initializes this module. Safe to call more than once.
- * @param {!WebGLRenderingContext} ctx A WebglInstance context. If
+ * @param {!WebGLRenderingContext} ctx A WebGL context. If
  *    you have more than one context it doesn't matter which one
  *    you pass in, it is only used to pull out constants.
  */
@@ -130,9 +130,9 @@ function checkInit() {
 }
 
 /**
- * Returns true or false if value matches any WebglInstance enum
+ * Returns true or false if value matches any WebGL enum
  * @param {*} value Value to check if it might be an enum.
- * @return {boolean} True if value matches one of the WebglInstance defined enums
+ * @return {boolean} True if value matches one of the WebGL defined enums
  */
 function mightBeEnum(value) {
   checkInit();
@@ -140,7 +140,7 @@ function mightBeEnum(value) {
 }
 
 /**
- * Gets an string version of an WebglInstance enum.
+ * Gets an string version of an WebGL enum.
  *
  * Example:
  *   var str = WebGLDebugUtil.glEnumToString(ctx.getError());
@@ -152,13 +152,13 @@ function glEnumToString(value) {
   checkInit();
   var name = glEnums[value];
   return (name !== undefined) ? name :
-      ("*UNKNOWN WebglInstance ENUM (0x" + value.toString(16) + ")");
+      ("*UNKNOWN WebGL ENUM (0x" + value.toString(16) + ")");
 }
 
 /**
- * Returns the string version of a WebglInstance argument.
+ * Returns the string version of a WebGL argument.
  * Attempts to convert enum arguments to strings.
- * @param {string} functionName the name of the WebglInstance function.
+ * @param {string} functionName the name of the WebGL function.
  * @param {number} argumentIndx the index of the argument.
  * @param {*} value The value of the argument.
  * @return {string} The value as a string.
@@ -174,7 +174,7 @@ function glFunctionArgToString(functionName, argumentIndex, value) {
 }
 
 /**
- * Given a WebglInstance context returns a wrapped context that calls
+ * Given a WebGL context returns a wrapped context that calls
  * gl.getError after every command and calls a function if the
  * result is not gl.NO_ERROR.
  *
@@ -194,7 +194,7 @@ function makeDebugContext(ctx, opt_onErrorFunc) {
           argStr += ((ii == 0) ? '' : ', ') +
               glFunctionArgToString(functionName, ii, args[ii]);
         }
-        log("WebglInstance error "+ glEnumToString(err) + " in "+ functionName +
+        log("WebGL error "+ glEnumToString(err) + " in "+ functionName +
             "(" + argStr + ")");
       };
 
@@ -202,7 +202,7 @@ function makeDebugContext(ctx, opt_onErrorFunc) {
   // we can still return it to the client app.
   var glErrorShadow = { };
 
-  // Makes a function that calls a WebglInstance function and then calls getError.
+  // Makes a function that calls a WebGL function and then calls getError.
   function makeErrorWrapper(ctx, functionName) {
     return function() {
       var result = ctx[functionName].apply(ctx, arguments);
@@ -215,7 +215,7 @@ function makeDebugContext(ctx, opt_onErrorFunc) {
     };
   }
 
-  // Make a an object that has a copy of every property of the WebglInstance context
+  // Make a an object that has a copy of every property of the WebGL context
   // but wraps all functions.
   var wrapper = {};
   for (var propertyName in ctx) {
@@ -344,7 +344,7 @@ function makeLostContextSimulatingContext(ctx) {
     }
   }
 
-  // Makes a function that simulates WebglInstance when out of context.
+  // Makes a function that simulates WebGL when out of context.
   function makeLostContextWrapper(ctx, functionName) {
     var f = ctx[functionName];
     return function() {
@@ -577,21 +577,21 @@ function makeLostContextSimulatingContext(ctx) {
 return {
   /**
    * Initializes this module. Safe to call more than once.
-   * @param {!WebGLRenderingContext} ctx A WebglInstance context. If
+   * @param {!WebGLRenderingContext} ctx A WebGL context. If
    *    you have more than one context it doesn't matter which one
    *    you pass in, it is only used to pull out constants.
    */
   'init': init,
 
   /**
-   * Returns true or false if value matches any WebglInstance enum
+   * Returns true or false if value matches any WebGL enum
    * @param {*} value Value to check if it might be an enum.
-   * @return {boolean} True if value matches one of the WebglInstance defined enums
+   * @return {boolean} True if value matches one of the WebGL defined enums
    */
   'mightBeEnum': mightBeEnum,
 
   /**
-   * Gets an string version of an WebglInstance enum.
+   * Gets an string version of an WebGL enum.
    *
    * Example:
    *   WebGLDebugUtil.init(ctx);
@@ -603,7 +603,7 @@ return {
   'glEnumToString': glEnumToString,
 
   /**
-   * Converts the argument of a WebglInstance function to a string.
+   * Converts the argument of a WebGL function to a string.
    * Attempts to convert enum arguments to strings.
    *
    * Example:
@@ -612,7 +612,7 @@ return {
    *
    * would return 'TEXTURE_2D'
    *
-   * @param {string} functionName the name of the WebglInstance function.
+   * @param {string} functionName the name of the WebGL function.
    * @param {number} argumentIndx the index of the argument.
    * @param {*} value The value of the argument.
    * @return {string} The value as a string.
@@ -620,7 +620,7 @@ return {
   'glFunctionArgToString': glFunctionArgToString,
 
   /**
-   * Given a WebglInstance context returns a wrapped context that calls
+   * Given a WebGL context returns a wrapped context that calls
    * gl.getError after every command and calls a function if the
    * result is not NO_ERROR.
    *
@@ -643,7 +643,7 @@ return {
   'makeDebugContext': makeDebugContext,
 
   /**
-   * Given a WebglInstance context returns a wrapped context that adds 4
+   * Given a WebGL context returns a wrapped context that adds 4
    * functions.
    *
    * ctx.loseContext:
diff --git a/lab2/src/lib/webgl-utils.js b/lab2/lib/webgl-utils.js
similarity index 95%
rename from lab2/src/lib/webgl-utils.js
rename to lab2/lib/webgl-utils.js
index 26ed37e0d6adf469edabfa17b0c9e3d00199e744..7a6b54616559301f33b6f9bd4e7c41af77b224a0 100644
--- a/lab2/src/lib/webgl-utils.js
+++ b/lab2/lib/webgl-utils.js
@@ -40,7 +40,7 @@
  *
  *       gl = WebGLUtils.setupWebGL(canvas);
  *
- * For animated WebglInstance apps use of setTimeout or setInterval are
+ * For animated WebGL apps use of setTimeout or setInterval are
  * discouraged. It is recommended you structure your rendering
  * loop like this.
  *
@@ -82,7 +82,7 @@ var makeFailHTML = function(msg) {
  * @type {string}
  */
 var GET_A_WEBGL_BROWSER = '' +
-  'This page requires a browser that supports WebglInstance.<br/>' +
+  'This page requires a browser that supports WebGL.<br/>' +
   '<a href="http://get.webgl.org">Click here to upgrade your browser.</a>';
 
 /**
@@ -90,13 +90,13 @@ var GET_A_WEBGL_BROWSER = '' +
  * @type {string}
  */
 var OTHER_PROBLEM = '' +
-  "It doesn't appear your computer can support WebglInstance.<br/>" +
+  "It doesn't appear your computer can support WebGL.<br/>" +
   '<a href="http://get.webgl.org">Click here for more information.</a>';
 
 /**
  * Creates a webgl context. If creation fails it will
  * change the contents of the container of the <canvas>
- * tag to an error message with the correct links for WebglInstance.
+ * tag to an error message with the correct links for WebGL.
  * @param {Element} canvas. The canvas element to create a
  *     context from.
  * @param {WebGLContextCreationAttirbutes} opt_attribs Any
diff --git a/lab2/readme_assets/A.png b/lab2/readme_assets/A.png
deleted file mode 100644
index 14e007b8e5b2bb39b6ddbd8e0cfce1a2e83465e3..0000000000000000000000000000000000000000
Binary files a/lab2/readme_assets/A.png and /dev/null differ
diff --git a/lab2/readme_assets/todos.png b/lab2/readme_assets/todos.png
deleted file mode 100644
index d892c821268efb755cf9e319319288c6eba5325b..0000000000000000000000000000000000000000
Binary files a/lab2/readme_assets/todos.png and /dev/null differ
diff --git a/lab2/src/WebglInstance.js b/lab2/src/WebglInstance.js
deleted file mode 100644
index 6997e352db3a893ae5df456b3e34dd6bca06ca1a..0000000000000000000000000000000000000000
--- a/lab2/src/WebglInstance.js
+++ /dev/null
@@ -1,100 +0,0 @@
-/**
- * Object that contains the WebGl context and some utilities
- * @param {Element} canvas HTML Canvas object where our 3D scene will be drawn
- * @constructor
- * 	- Get WebGl context and store it in the attribute "gl"
- * 	- Set the clear color of the canvas
- * 	- Enable the depth test
- */
-function WebglInstance(canvas) {
-	this.gl = getWebGLContext(canvas);
-	if (!this.gl)
-		throw 'Failed to get the rendering context for WebglInstance';
-
-	// Set the clear color and enable the depth test
-	this.gl.clearColor(0.0, 0.0, 0.0, 1.0);
-	this.gl.enable(this.gl.DEPTH_TEST);
-}
-
-/**
- * Initialize and build the shader program based on the vertex and fragment shader
- * @param {string} vertexShader Containing the vertex shader
- * @param {string} fragmentShader Containing the fragment shader
- */
-WebglInstance.prototype.initShaders = function(vertexShader, fragmentShader) {
-	if (!initShaders(this.gl, vertexShader, fragmentShader))
-		throw 'Failed to initialize shaders.';
-};
-
-/**
- * Write the vertex coordinates and colors to the buffer object
- * @param {YourLetter} shape Object containing 3 attributes: vertices, indices and colors (see YourLetter.js)
- */
-WebglInstance.prototype.writeObject = function(shape) {
-	// Pass the shape positions to the vertex shader
-	this.writeArrayBuffer(new Float32Array([...shape.vertices]), 3, this.gl.FLOAT, 'a_Position');
-
-	// Pass the colors to the vertex shader
-	this.writeArrayBuffer(new Float32Array([...shape.colors]), 3, this.gl.FLOAT, 'a_Color');
-
-	// Write the indices to the buffer object
-	const indexBuffer = this.gl.createBuffer();
-	if (!indexBuffer)
-		throw 'Failed to createBuffer';
-
-	// Write the indices to the buffer object
-	this.gl.bindBuffer(this.gl.ELEMENT_ARRAY_BUFFER, indexBuffer);
-	this.gl.bufferData(this.gl.ELEMENT_ARRAY_BUFFER, new Uint8Array([...shape.indices]), this.gl.STATIC_DRAW);
-
-	this.indicesCount = shape.indices.length;
-};
-
-/**
- * Write array to the vertex object buffer
- * @param {Float32Array} array Data to write
- * @param {GLint} size Size of each vertex (3 in our case xyz for positions and rgb for colors
- * @param {GLenum} type Type of each value in the array
- * @param {string} attribute Attribute variable name
- */
-WebglInstance.prototype.writeArrayBuffer = function(array, size, type, attribute) {
-	const buffer = this.gl.createBuffer();   // Create a buffer object
-	if (!buffer)
-		throw 'Failed to create the buffer object';
-
-	// Write date into the buffer object
-	this.gl.bindBuffer(this.gl.ARRAY_BUFFER, buffer);
-	this.gl.bufferData(this.gl.ARRAY_BUFFER, array, this.gl.STATIC_DRAW);
-	// Assign the buffer object to the attribute variable
-	const a_attribute = this.gl.getAttribLocation(this.gl.program, attribute);
-	if (a_attribute < 0)
-		throw 'Failed to get the storage location of ' + attribute;
-
-	this.gl.vertexAttribPointer(a_attribute, size, type, false, 0, 0);
-	// Enable the assignment of the buffer object to the attribute variable
-	this.gl.enableVertexAttribArray(a_attribute);
-};
-
-/**
- * Bind and pass a matrix to a uniform varibale of the vertex shader
- * @param {Matrix4} matrix Data to be passed to the uniform
- * @param {string} u_uniform Uniform variable name
- */
-WebglInstance.prototype.writeUniformMatrix = function(matrix, u_uniform) {
-	// TODO:
-	// 	- Get the location of the uniform variable in the shader program. Hint: use getUniformLocation() function)
-	// 	- Pass the matrix to the uniform variable. Hint: use uniformMatrix4fv() function)
-};
-
-/**
- * Clear the output buffer
- */
-WebglInstance.prototype.clear = function() {
-	this.gl.clear(this.gl.COLOR_BUFFER_BIT | this.gl.DEPTH_BUFFER_BIT);
-};
-
-/**
- * Render from array buffer data
- */
-WebglInstance.prototype.draw = function() {
-	this.gl.drawElements(this.gl.TRIANGLES, this.indicesCount, this.gl.UNSIGNED_BYTE, 0);
-};
\ No newline at end of file
diff --git a/lab2/src/YourLetter.js b/lab2/src/YourLetter.js
deleted file mode 100644
index 262b30da31f8367dc2025d5bec3bea09adc68034..0000000000000000000000000000000000000000
--- a/lab2/src/YourLetter.js
+++ /dev/null
@@ -1,31 +0,0 @@
-/**
- * Model 3D letter (see README file of lab 2 folder for explanation)
- * TODO: Change the file and the function name to go with your assigned letter.
- * 	E.g if your letter is "G", this JavaScript must be renamed to "G.js" and
- * 	the function "YourLetter()" must be renamed to "G()"
- * @constructor
- * 	- Define vertices
- * 	- Define indices
- * 	- Define colors
- */
-function YourLetter() {
-	// Define vertices
-	const v0 = [1, -1, .5], v1 = [1, -1, -.5];
-	// v2, v3... TODO: Complete with your points' positions
-
-	this.vertices = new Float32Array([
-		v0, v1,
-		// v2, v3, v4... TODO: Complete with your vertices
-  ].flat(2));
-
-	// Define vertices indices
-	this.indices = new Uint8Array([       // Indices of the vertices
-		0,1,8, 		0,8,6,
-		// 0,6,7,... TODO: Complete with your indices
-  ]);
-
-	// Define colors
-	this.colors = new Float32Array(
-		// TODO: Complete with your colors
-	);
-}
\ No newline at end of file
diff --git a/lab2/src/lab2.html b/lab2/src/lab2.html
deleted file mode 100644
index f356e42eb0c5c6dfdd7263400bb07d135302710d..0000000000000000000000000000000000000000
--- a/lab2/src/lab2.html
+++ /dev/null
@@ -1,19 +0,0 @@
-<!DOCTYPE html>
-<html lang="en">
-<head>
-  <meta charset="UTF-8">
-  <title>Lab 2</title>
-</head>
-<body onload="main()">
-  <canvas height="500" width="500" id="my_Canvas">
-    Please use a browser that supports "canvas"
-  </canvas>
-<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="YourLetter.js"></script>
-<script src="WebglInstance.js"></script>
-<script src="lab2.js"></script>
-</body>
-</html>
\ No newline at end of file
diff --git a/lab2/src/lab2.js b/lab2/src/lab2.js
deleted file mode 100644
index f3718c614313bb00bb2ec3c877c7c0c194d808f6..0000000000000000000000000000000000000000
--- a/lab2/src/lab2.js
+++ /dev/null
@@ -1,50 +0,0 @@
-/**
- * Vertex shader program
- * @type {string}
- */
-const VSHADER_SOURCE =
-	'\n' +
-	// TODO: Write your vertex shader
-	'\n';
-
-/**
- * Fragment shader program
- * @type {string}
- */
-const FSHADER_SOURCE =
-	'\n' +
-	// TODO: write your fragment shader
-	'\n';
-
-/**
- * Global object of type WebglInstance
- */
-let webGL;
-
-/**
- * This is the main entry point of your JavaScript program
- * called in the "onload" event of the body tag in HTML
- */
-function main() {
-	// Retrieve <canvas> element
-	const canvas = document.getElementById('my_Canvas');
-
-	// Get the rendering context for WebglInstance
-	webGL = new WebglInstance(canvas);
-
-	// Initialize shaders
-	webGL.initShaders(VSHADER_SOURCE, FSHADER_SOURCE);
-
-	// TODO:
-	//  - Instantiate your letter object
-	//  - Defining the transform matrix (Model)
-	//  - Defining the camera view and projection matrix
-
-	//**********************************************************************************
-	// Rendering
-	//**********************************************************************************
-	webGL.clear();
-	// TODO: Write the vertex coordinates and colors to the buffer object
-	// TODO: Write the Model, View, Projection matrices to the buffer object
-	webGL.draw();
-}
\ No newline at end of file