diff --git a/docs/index.html b/docs/index.html
index 1cb4dbf..84eb2e1 100644
--- a/docs/index.html
+++ b/docs/index.html
@@ -2,26 +2,27 @@
 <html lang="en">
 
 <head>
-    <meta charset="utf-8" />
-    <title>WebGL Demo</title>
-    <script id="vertex-shader-2d" type="notjs">
+  <meta charset="utf-8" />
+  <title>WebGL Demo</title>
+  <script id="vertex-shader-2d" type="notjs">
 
         // an attribute will receive data from a buffer
         attribute vec4 a_position;
         varying vec4 b_position;
         uniform mat4 mat_thing;
+        uniform mat4 mvp_thing;
       
         // all shaders have a main function
         void main() {
       
           // gl_Position is a special variable a vertex shader
           // is responsible for setting
-          gl_Position = a_position * mat_thing;
+          gl_Position =  mat_thing * mvp_thing *  a_position ;
           b_position = a_position;
         }
       
       </script>
-    <script id="fragment-shader-2d" type="notjs">
+  <script id="fragment-shader-2d" type="notjs">
 
         // fragment shaders don't have a default precision so we need
         // to pick one. mediump is a good default
@@ -29,25 +30,33 @@
         varying vec4 b_position;
         uniform float size_thing;
         uniform float dist_thing;
+        uniform bool is_fg;
 
         void main() {
           // gl_FragColor is a special variable a fragment shader
           // is responsible for setting
+          if (is_fg) {
+            gl_FragColor = vec4(b_position.xyz,1) * 0.2 + vec4(0.3,0.3,0.3,1) * 0.8;
+            return;
+          }
           float dist = (log(distance(b_position.xy,vec2(0.0))) - size_thing + dist_thing) / log(2.0) * 0.1;
           gl_FragColor = vec4((mod(dist,0.1) - 0.1 + 0.1 * dist_thing) * 50.0 * vec3(1,1,1),1); // return redish-purple
         }
       
       </script>
-    <script src="/js/twgl.min.js" type="module"></script>
-    <script src="/js/index.js" type="module"></script>
-    <link rel="stylesheet" href="main.css">
+
+  <script src="/js/cube.js"></script>
+  <script src="/js/mat.js"></script>
+  <script src="/js/twgl.min.js" type="module"></script>
+  <script src="/js/index.js" type="module"></script>
+  <link rel="stylesheet" href="main.css">
 </head>
 
 <body>
-    <canvas id="c" width="640" height="480"></canvas>
-    <div class='hud'>
-        hud
-    </div>
+  <canvas id="c" width="640" height="480"></canvas>
+  <div class='hud'>
+    hud
+  </div>
 </body>
 
 </html>
\ No newline at end of file
diff --git a/docs/js/cube.js b/docs/js/cube.js
new file mode 100644
index 0000000..edc142b
--- /dev/null
+++ b/docs/js/cube.js
@@ -0,0 +1,57 @@
+var MDN = MDN || {};
+
+MDN.createCubeData = function (a, b, c) {
+
+    var positions = [
+        // Front face
+        -1.0, -1.0, 1.0,
+        1.0, -1.0, 1.0,
+        1.0, 1.0, 1.0,
+        -1.0, 1.0, 1.0,
+
+        // Back face
+        -1.0, -1.0, -1.0,
+        -1.0, 1.0, -1.0,
+        1.0, 1.0, -1.0,
+        1.0, -1.0, -1.0,
+
+        // Top face
+        -1.0, 1.0, -1.0,
+        -1.0, 1.0, 1.0,
+        1.0, 1.0, 1.0,
+        1.0, 1.0, -1.0,
+
+        // Bottom face
+        -1.0, -1.0, -1.0,
+        1.0, -1.0, -1.0,
+        1.0, -1.0, 1.0,
+        -1.0, -1.0, 1.0,
+
+        // Right face
+        1.0, -1.0, -1.0,
+        1.0, 1.0, -1.0,
+        1.0, 1.0, 1.0,
+        1.0, -1.0, 1.0,
+
+        // Left face
+        -1.0, -1.0, -1.0,
+        -1.0, -1.0, 1.0,
+        -1.0, 1.0, 1.0,
+        -1.0, 1.0, -1.0
+    ];
+    var elements = [
+        0, 1, 2, 0, 2, 3,    // front
+        4, 5, 6, 4, 6, 7,    // back
+        8, 9, 10, 8, 10, 11,   // top
+        12, 13, 14, 12, 14, 15,   // bottom
+        16, 17, 18, 16, 18, 19,   // right
+        20, 21, 22, 20, 22, 23    // left
+    ]
+
+    let out = [];
+    for (let i of elements) {
+        out.push(positions[i * 3] * a, positions[i * 3 + 1] * b, positions[i * 3 + 2] * c)
+    }
+
+    return out;
+}
diff --git a/docs/js/index.js b/docs/js/index.js
index bc23f7d..05980ca 100644
--- a/docs/js/index.js
+++ b/docs/js/index.js
@@ -1,7 +1,7 @@
 'use strict';
 var nothingness = 1, nGain = 0.01; //todo: outsource into another file
 
-var canvas, gl, positionAttributeLocation, positionBuffer, matBuffer, sizeBuffer, distBuffer
+var canvas, gl, positionAttributeLocation, positionBuffer, matBuffer, vpBuffer, sizeBuffer, distBuffer, fgBuffer;
 
 function createShader(gl, type, source) {
     var shader = gl.createShader(type);
@@ -46,10 +46,13 @@ function main() {
 
     var program = createProgram(gl, vertexShader, fragmentShader);
 
+    //clean this msss
     positionAttributeLocation = gl.getAttribLocation(program, "a_position");
     matBuffer = gl.getUniformLocation(program, "mat_thing");
     sizeBuffer = gl.getUniformLocation(program, "size_thing");
-    distBuffer  = gl.getUniformLocation(program, "dist_thing");
+    distBuffer = gl.getUniformLocation(program, "dist_thing");
+    fgBuffer = gl.getUniformLocation(program, "is_fg");
+    vpBuffer = gl.getUniformLocation(program, "mvp_thing");
 
     positionBuffer = gl.createBuffer();
 
@@ -57,17 +60,9 @@ function main() {
 
     gl.useProgram(program);
 
-    // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
-    var size = 2;          // 2 components per iteration
-    var type = gl.FLOAT;   // the data is 32bit floats
-    var normalize = false; // don't normalize the data
-    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
-    var offset = 0;        // start at the beginning of the buffer
-    gl.vertexAttribPointer(
-        positionAttributeLocation, size, type, normalize, stride, offset);
+    gl.enable(gl.DEPTH_TEST);
 
-    // draw
-    renderThing();
+    gl.depthFunc(gl.LEQUAL);
 }
 
 function renderThing() {
@@ -82,13 +77,23 @@ function renderThing() {
     var ratioA = Math.max(ratio, 1);
     var ratioB = ratioA / ratio;
 
+
+    // Tell the attribute how to get data out of positionBuffer (ARRAY_BUFFER)
+    var size = 3;          // 2 components per iteration
+    var type = gl.FLOAT;   // the data is 32bit floats
+    var normalize = false; // don't normalize the data
+    var stride = 0;        // 0 = move forward size * sizeof(type) each iteration to get the next position
+    var offset = 0;        // start at the beginning of the buffer
+    gl.vertexAttribPointer(
+        positionAttributeLocation, size, type, normalize, stride, offset);
+
     var positions = [
-        -1, -1,
-        -1, 1,
-        1, 1,
-        -1, -1,
-        1, -1,
-        1, 1
+        -1, -1, -1,
+        -1, 1, -1,
+        1, 1, -1,
+        -1, -1, -1,
+        1, -1, -1,
+        1, 1, -1
     ];
     gl.enableVertexAttribArray(positionAttributeLocation);
 
@@ -96,23 +101,39 @@ function renderThing() {
 
     gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
 
-    gl.uniformMatrix4fv(matBuffer, false, new Float32Array([
-        ratioB, 0, 0, 0,
-        0, ratioA, 0, 0,
-        0, 0, 1, 0,
+    gl.uniformMatrix4fv(vpBuffer, false, new Float32Array([
+        256, 0, 0, 0,
+        0, 256, 0, 0,
+        0, 0, 256 / 4, 0,
         0, 0, 0, 1
     ]));
 
+    gl.uniformMatrix4fv(matBuffer, false, new Float32Array(MDN.perspectiveMatrix(Math.PI * 100 / 180, ratio, 0.01, 1000)));
+
     hud.textContent = `${Math.floor(nothingness * 100) / 100} nothings; ${Math.floor(nGain * 60 * 100) / 100} nil/sec`
 
     gl.uniform1f(sizeBuffer, -Math.log(nothingness));
-    gl.uniform1f(distBuffer, 0.1 + 3 * nGain/(nGain+nothingness));
+    gl.uniform1f(distBuffer, 0.1 + 3 * nGain / (nGain + nothingness));
+    gl.uniform1i(fgBuffer, false);
 
     var primitiveType = gl.TRIANGLES;
     var offset = 0;
     var count = 6;
     gl.drawArrays(primitiveType, offset, count);
-    requestAnimationFrame(renderThing)
+
+    positions = MDN.createCubeData(1, 1, 1);
+    gl.bufferData(gl.ARRAY_BUFFER, new Float32Array(positions), gl.STATIC_DRAW);
+
+    let vp = MDN.rotateYMatrix(nothingness);
+    vp = MDN.multiplyMatrices(MDN.translateMatrix(0, 0, -3), vp)
+
+    gl.uniformMatrix4fv(vpBuffer, false, new Float32Array(vp));
+
+    gl.uniform1i(fgBuffer, true);
+    count = positions.length / 3;
+    gl.drawArrays(primitiveType, offset, count);
+
+    requestAnimationFrame(renderThing);
 }
 let hud = document.querySelector('.hud');
 
@@ -121,19 +142,19 @@ requestAnimationFrame(renderThing)
 
 let clicking = false;
 
-setInterval(function() {
+setInterval(function () {
 
     nothingness += nGain;
-},1000 / 60)
+}, 1000 / 60)
 
-document.body.onclick = async function() {
+document.body.onclick = async function () {
     if (clicking) return;
     clicking = true;
     let oldNGain = nGain;
     nGain += 0.05;
     while (nGain > oldNGain) {
         nGain -= 0.005;
-        await new Promise((res) => setTimeout(res,1000 / 60))
+        await new Promise((res) => setTimeout(res, 1000 / 60))
     }
     nGain = oldNGain;
     clicking = false;
diff --git a/docs/js/mat.js b/docs/js/mat.js
new file mode 100644
index 0000000..cb2a8f2
--- /dev/null
+++ b/docs/js/mat.js
@@ -0,0 +1,285 @@
+var MDN = MDN || {};
+
+MDN.matrixArrayToCssMatrix = function (array) {
+  return "matrix3d(" + array.join(',') + ")";
+}
+
+MDN.multiplyPoint = function (matrix, point) {
+  
+  var x = point[0], y = point[1], z = point[2], w = point[3];
+  
+  var c1r1 = matrix[ 0], c2r1 = matrix[ 1], c3r1 = matrix[ 2], c4r1 = matrix[ 3],
+      c1r2 = matrix[ 4], c2r2 = matrix[ 5], c3r2 = matrix[ 6], c4r2 = matrix[ 7],
+      c1r3 = matrix[ 8], c2r3 = matrix[ 9], c3r3 = matrix[10], c4r3 = matrix[11],
+      c1r4 = matrix[12], c2r4 = matrix[13], c3r4 = matrix[14], c4r4 = matrix[15];
+  
+  return [
+    x*c1r1 + y*c1r2 + z*c1r3 + w*c1r4,
+    x*c2r1 + y*c2r2 + z*c2r3 + w*c2r4,
+    x*c3r1 + y*c3r2 + z*c3r3 + w*c3r4,
+    x*c4r1 + y*c4r2 + z*c4r3 + w*c4r4
+  ];
+}
+
+MDN.multiplyMatrices = function (a, b) {
+  
+  // TODO - Simplify for explanation
+  // currently taken from https://github.com/toji/gl-matrix/blob/master/src/gl-matrix/mat4.js#L306-L337
+  
+  var result = [];
+  
+  var a00 = a[0], a01 = a[1], a02 = a[2], a03 = a[3],
+      a10 = a[4], a11 = a[5], a12 = a[6], a13 = a[7],
+      a20 = a[8], a21 = a[9], a22 = a[10], a23 = a[11],
+      a30 = a[12], a31 = a[13], a32 = a[14], a33 = a[15];
+
+  // Cache only the current line of the second matrix
+  var b0  = b[0], b1 = b[1], b2 = b[2], b3 = b[3];  
+  result[0] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+  result[1] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+  result[2] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+  result[3] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+  b0 = b[4]; b1 = b[5]; b2 = b[6]; b3 = b[7];
+  result[4] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+  result[5] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+  result[6] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+  result[7] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+  b0 = b[8]; b1 = b[9]; b2 = b[10]; b3 = b[11];
+  result[8] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+  result[9] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+  result[10] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+  result[11] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+  b0 = b[12]; b1 = b[13]; b2 = b[14]; b3 = b[15];
+  result[12] = b0*a00 + b1*a10 + b2*a20 + b3*a30;
+  result[13] = b0*a01 + b1*a11 + b2*a21 + b3*a31;
+  result[14] = b0*a02 + b1*a12 + b2*a22 + b3*a32;
+  result[15] = b0*a03 + b1*a13 + b2*a23 + b3*a33;
+
+  return result;
+}
+
+MDN.multiplyArrayOfMatrices = function (matrices) {
+  
+  var inputMatrix = matrices[0];
+  
+  for(var i=1; i < matrices.length; i++) {
+    inputMatrix = MDN.multiplyMatrices(inputMatrix, matrices[i]);
+  }
+  
+  return inputMatrix;
+}
+
+MDN.normalMatrix = function (matrix) {
+
+  /*
+    This function takes the inverse and then transpose of the provided
+    4x4 matrix. The result is a 3x3 matrix. Essentially the translation
+    part of the matrix gets removed.
+  
+    https://github.com/toji/gl-matrix
+  */
+  
+  var a00 = matrix[0], a01 = matrix[1], a02 = matrix[2], a03 = matrix[3],
+      a10 = matrix[4], a11 = matrix[5], a12 = matrix[6], a13 = matrix[7],
+      a20 = matrix[8], a21 = matrix[9], a22 = matrix[10], a23 = matrix[11],
+      a30 = matrix[12], a31 = matrix[13], a32 = matrix[14], a33 = matrix[15],
+
+      b00 = a00 * a11 - a01 * a10,
+      b01 = a00 * a12 - a02 * a10,
+      b02 = a00 * a13 - a03 * a10,
+      b03 = a01 * a12 - a02 * a11,
+      b04 = a01 * a13 - a03 * a11,
+      b05 = a02 * a13 - a03 * a12,
+      b06 = a20 * a31 - a21 * a30,
+      b07 = a20 * a32 - a22 * a30,
+      b08 = a20 * a33 - a23 * a30,
+      b09 = a21 * a32 - a22 * a31,
+      b10 = a21 * a33 - a23 * a31,
+      b11 = a22 * a33 - a23 * a32,
+
+      // Calculate the determinant
+      det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
+
+  if (!det) { 
+    return null; 
+  }
+  det = 1.0 / det;
+  
+  var result = []
+
+  result[0] = (a11 * b11 - a12 * b10 + a13 * b09) * det;
+  result[1] = (a12 * b08 - a10 * b11 - a13 * b07) * det;
+  result[2] = (a10 * b10 - a11 * b08 + a13 * b06) * det;
+
+  result[3] = (a02 * b10 - a01 * b11 - a03 * b09) * det;
+  result[4] = (a00 * b11 - a02 * b08 + a03 * b07) * det;
+  result[5] = (a01 * b08 - a00 * b10 - a03 * b06) * det;
+
+  result[6] = (a31 * b05 - a32 * b04 + a33 * b03) * det;
+  result[7] = (a32 * b02 - a30 * b05 - a33 * b01) * det;
+  result[8] = (a30 * b04 - a31 * b02 + a33 * b00) * det;
+
+  return result;
+}
+
+MDN.rotateXMatrix = function (a) {
+  
+  var cos = Math.cos;
+  var sin = Math.sin;
+  
+  return [
+       1,       0,        0,     0,
+       0,  cos(a),  -sin(a),     0,
+       0,  sin(a),   cos(a),     0,
+       0,       0,        0,     1
+  ];
+}
+
+MDN.rotateYMatrix = function (a) {
+
+  var cos = Math.cos;
+  var sin = Math.sin;
+  
+  return [
+     cos(a),   0, sin(a),   0,
+          0,   1,      0,   0,
+    -sin(a),   0, cos(a),   0,
+          0,   0,      0,   1
+  ];
+}
+
+MDN.rotateZMatrix = function (a) {
+
+  var cos = Math.cos;
+  var sin = Math.sin;
+  
+  return [
+    cos(a), -sin(a),    0,    0,
+    sin(a),  cos(a),    0,    0,
+         0,       0,    1,    0,
+         0,       0,    0,    1
+  ];
+}
+
+MDN.translateMatrix = function (x, y, z) {
+	return [
+	    1,    0,    0,   0,
+	    0,    1,    0,   0,
+	    0,    0,    1,   0,
+	    x,    y,    z,   1
+	];
+}
+
+MDN.scaleMatrix = function (w, h, d) {
+	return [
+	    w,    0,    0,   0,
+	    0,    h,    0,   0,
+	    0,    0,    d,   0,
+	    0,    0,    0,   1
+	];
+}
+
+MDN.perspectiveMatrix = function (fieldOfViewInRadians, aspectRatio, near, far) {
+  
+  // Construct a perspective matrix
+  
+  /*
+     Field of view - the angle in radians of what's in view along the Y axis
+     Aspect Ratio - the ratio of the canvas, typically canvas.width / canvas.height
+     Near - Anything before this point in the Z direction gets clipped (resultside of the clip space)
+     Far - Anything after this point in the Z direction gets clipped (outside of the clip space)
+  */
+  
+  var f = 1.0 / Math.tan(fieldOfViewInRadians / 2);
+  var rangeInv = 1 / (near - far);
+ 
+  return [
+    f / aspectRatio, 0,                          0,   0,
+    0,               f,                          0,   0,
+    0,               0,    (near + far) * rangeInv,  -1,
+    0,               0,  near * far * rangeInv * 2,   0
+  ];
+}
+
+MDN.orthographicMatrix = function(left, right, bottom, top, near, far) {
+  
+  // Each of the parameters represents the plane of the bounding box
+  
+  var lr = 1 / (left - right);
+  var bt = 1 / (bottom - top);
+  var nf = 1 / (near - far);
+	
+  var row4col1 = (left + right) * lr;
+  var row4col2 = (top + bottom) * bt;
+  var row4col3 = (far + near) * nf;
+  
+  return [
+     -2 * lr,        0,        0, 0,
+           0,  -2 * bt,        0, 0,
+           0,        0,   2 * nf, 0,
+    row4col1, row4col2, row4col3, 1
+  ];
+}
+
+MDN.normalize = function( vector ) {
+  
+  // A utility function to make a vector have a length of 1
+  
+  var length = Math.sqrt(
+    vector[0] * vector[0] +
+    vector[1] * vector[1] +
+    vector[2] * vector[2]
+  )
+  
+  return [
+    vector[0] / length,
+    vector[1] / length,
+    vector[2] / length
+  ]
+}
+
+MDN.invertMatrix = function( matrix ) {
+	
+	// Adapted from: https://github.com/mrdoob/three.js/blob/master/src/math/Matrix4.js
+	
+	// Performance note: Try not to allocate memory during a loop. This is done here
+	// for the ease of understanding the code samples.
+	var result = [];
+
+	var n11 = matrix[0], n12 = matrix[4], n13 = matrix[ 8], n14 = matrix[12];
+	var n21 = matrix[1], n22 = matrix[5], n23 = matrix[ 9], n24 = matrix[13];
+	var n31 = matrix[2], n32 = matrix[6], n33 = matrix[10], n34 = matrix[14];
+	var n41 = matrix[3], n42 = matrix[7], n43 = matrix[11], n44 = matrix[15];
+
+	result[ 0] = n23 * n34 * n42 - n24 * n33 * n42 + n24 * n32 * n43 - n22 * n34 * n43 - n23 * n32 * n44 + n22 * n33 * n44;
+	result[ 4] = n14 * n33 * n42 - n13 * n34 * n42 - n14 * n32 * n43 + n12 * n34 * n43 + n13 * n32 * n44 - n12 * n33 * n44;
+	result[ 8] = n13 * n24 * n42 - n14 * n23 * n42 + n14 * n22 * n43 - n12 * n24 * n43 - n13 * n22 * n44 + n12 * n23 * n44;
+	result[12] = n14 * n23 * n32 - n13 * n24 * n32 - n14 * n22 * n33 + n12 * n24 * n33 + n13 * n22 * n34 - n12 * n23 * n34;
+	result[ 1] = n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44;
+	result[ 5] = n13 * n34 * n41 - n14 * n33 * n41 + n14 * n31 * n43 - n11 * n34 * n43 - n13 * n31 * n44 + n11 * n33 * n44;
+	result[ 9] = n14 * n23 * n41 - n13 * n24 * n41 - n14 * n21 * n43 + n11 * n24 * n43 + n13 * n21 * n44 - n11 * n23 * n44;
+	result[13] = n13 * n24 * n31 - n14 * n23 * n31 + n14 * n21 * n33 - n11 * n24 * n33 - n13 * n21 * n34 + n11 * n23 * n34;
+	result[ 2] = n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44;
+	result[ 6] = n14 * n32 * n41 - n12 * n34 * n41 - n14 * n31 * n42 + n11 * n34 * n42 + n12 * n31 * n44 - n11 * n32 * n44;
+	result[10] = n12 * n24 * n41 - n14 * n22 * n41 + n14 * n21 * n42 - n11 * n24 * n42 - n12 * n21 * n44 + n11 * n22 * n44;
+	result[14] = n14 * n22 * n31 - n12 * n24 * n31 - n14 * n21 * n32 + n11 * n24 * n32 + n12 * n21 * n34 - n11 * n22 * n34;
+	result[ 3] = n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43;
+	result[ 7] = n12 * n33 * n41 - n13 * n32 * n41 + n13 * n31 * n42 - n11 * n33 * n42 - n12 * n31 * n43 + n11 * n32 * n43;
+	result[11] = n13 * n22 * n41 - n12 * n23 * n41 - n13 * n21 * n42 + n11 * n23 * n42 + n12 * n21 * n43 - n11 * n22 * n43;
+	result[15] = n12 * n23 * n31 - n13 * n22 * n31 + n13 * n21 * n32 - n11 * n23 * n32 - n12 * n21 * n33 + n11 * n22 * n33;
+
+	var determinant = n11 * result[0] + n21 * result[4] + n31 * result[8] + n41 * result[12];
+
+	if ( determinant === 0 ) {
+		throw new Error("Can't invert matrix, determinant is 0");
+	}
+	
+	for( var i=0; i < result.length; i++ ) {
+		result[i] /= determinant;
+	}
+
+	return result;
+}
\ No newline at end of file