Edit in JSFiddle

//往后的先不研究
// cuon-utils.js (c) 2012 kanda and matsuda
/**
 * Create a program object and make current
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return true, if the program object was created and successfully made current 
 */
function initShaders(gl, vshader, fshader) {
  var program = createProgram(gl, vshader, fshader);
  if (!program) {
    console.log('Failed to create program');
    return false;
  }

  gl.useProgram(program);
  gl.program = program;

  return true;
}

/**
 * Create the linked program object
 * @param gl GL context
 * @param vshader a vertex shader program (string)
 * @param fshader a fragment shader program (string)
 * @return created program object, or null if the creation has failed
 */
function createProgram(gl, vshader, fshader) {
  // Create shader object
  var vertexShader = loadShader(gl, gl.VERTEX_SHADER, vshader);
  var fragmentShader = loadShader(gl, gl.FRAGMENT_SHADER, fshader);
  if (!vertexShader || !fragmentShader) {
    return null;
  }

  // Create a program object
  var program = gl.createProgram();
  if (!program) {
    return null;
  }

  // Attach the shader objects
  gl.attachShader(program, vertexShader);
  gl.attachShader(program, fragmentShader);

  // Link the program object
  gl.linkProgram(program);

  // Check the result of linking
  var linked = gl.getProgramParameter(program, gl.LINK_STATUS);
  if (!linked) {
    var error = gl.getProgramInfoLog(program);
    console.log('Failed to link program: ' + error);
    gl.deleteProgram(program);
    gl.deleteShader(fragmentShader);
    gl.deleteShader(vertexShader);
    return null;
  }
  return program;
}

/**
 * Create a shader object
 * @param gl GL context
 * @param type the type of the shader object to be created
 * @param source shader program (string)
 * @return created shader object, or null if the creation has failed.
 */
function loadShader(gl, type, source) {
  // Create shader object
  var shader = gl.createShader(type);
  if (shader == null) {
    console.log('unable to create shader');
    return null;
  }

  // Set the shader program
  gl.shaderSource(shader, source);

  // Compile the shader
  gl.compileShader(shader);

  // Check the result of compilation
  var compiled = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
  if (!compiled) {
    var error = gl.getShaderInfoLog(shader);
    console.log('Failed to compile shader: ' + error);
    gl.deleteShader(shader);
    return null;
  }

  return shader;
}

/** 
 * 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 WebGL
 */
function getWebGLContext(canvas, opt_debug) {
  // Get the rendering context for WebGL
  var gl = WebGLUtils.setupWebGL(canvas);
  if (!gl) return null;

  // if opt_debug is explicitly false, create the context for debugging
  if (arguments.length < 2 || opt_debug) {
    gl = WebGLDebugUtils.makeDebugContext(gl);
  }

  return gl;
}

//从这里开始
let canvas  = document.getElementById("webgl");
let gl = canvas.getContext("webgl");
let VSHADER_SOURCE =
'attribute vec4 a_Position;'+
'uniform mat4 u_xformMatrix;'+
'void main(){'+
	'gl_Position = u_xformMatrix * a_Position;'+//矩阵来袭
'}';

let FSHADER_SOURCE = 
'void main() {' +
	'gl_FragColor = vec4(1.0, 0.0, 0.0, 1.0);' +
'}';

initShaders(gl, VSHADER_SOURCE, FSHADER_SOURCE);

let n = initVertexBuffers(gl);
let Sx = 1.0, Sy = 1.5, Sz = 1.0;

let xformMatrix = new Float32Array([
    Sx,  0.0,  0.0,  0.0,
	0.0,  Sy,   0.0,  0.0,
	0.0,  0.0,  Sz,   0.0,
	0.0,  0.0,  0.0,  1.0
 ]);

let u_xformMatrix = gl.getUniformLocation(gl.program, 'u_xformMatrix');

gl.uniformMatrix4fv(u_xformMatrix, false, xformMatrix);

gl.clearColor(0.0, 0.0, 0.0, 1.0);
gl.clear(gl.COLOR_BUFFER_BIT);

gl.drawArrays(gl.TRIANGLES, 0, n);

function initVertexBuffers(gl){
	let vertices = new Float32Array([
	  0, 0.5,   -0.5, -0.5,   0.5, -0.5
	]);
	let n = 3; //画多少个顶点
	
	let vertexBuffer = gl.createBuffer();
	
	gl.bindBuffer(gl.ARRAY_BUFFER, vertexBuffer);
	gl.bufferData(gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW);

	//获取attribute变量的存储位置(地址)
	let a_Position = gl.getAttribLocation(gl.program, 'a_Position');

	gl.vertexAttribPointer(a_Position, 2, gl.FLOAT, false, 0, 0);

	gl.enableVertexAttribArray(a_Position);

	return n;
}


              
<canvas id="webgl" width="400" height="400"></canvas>