function setAttributes(setters, buffers) {
    for (var name in buffers) {
      var setter = setters[name];
      if (setter) {
        setter(buffers[name]);
      }
    }
  }
Sets attributes and binds buffers (deprecated... use {@link module:twgl.setBuffersAndAttributes})

Example:

    var program = createProgramFromScripts(
        gl, ["some-vs", "some-fs");

    var attribSetters = createAttributeSetters(program);

    var positionBuffer = gl.createBuffer();
    var texcoordBuffer = gl.createBuffer();

    var attribs = {
      a_position: {buffer: positionBuffer, numComponents: 3},
      a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
    };

    gl.useProgram(program);

This will automatically bind the buffers AND set the
attributes.

    setAttributes(attribSetters, attribs);

Properties of attribs. For each attrib you can add
properties:

*   type: the type of data in the buffer. Default = gl.FLOAT
*   normalize: whether or not to normalize the data. Default = false
*   stride: the stride. Default = 0
*   offset: offset into the buffer. Default = 0

For example if you had 3 value float positions, 2 value
float texcoord and 4 value uint8 colors you'd setup your
attribs like this

    var attribs = {
      a_position: {buffer: positionBuffer, numComponents: 3},
      a_texcoord: {buffer: texcoordBuffer, numComponents: 2},
      a_color: {
        buffer: colorBuffer,
        numComponents: 4,
        type: gl.UNSIGNED_BYTE,
        normalize: true,
      },
    };

@param {Object.<string, function>} setters Attribute setters as returned from createAttributeSetters
@param {Object.<string, module:twgl.AttribInfo>} buffers AttribInfos mapped by attribute name.
@memberOf module:twgl/programs
@deprecated use {@link module:twgl.setBuffersAndAttributes}