Account for literal constants taking up uniform storage

According to GLSL ES spec 10.0.17 Appendix A section 7:

"When calculating the number of uniform variables used, any literal
constants present in the shader source after preprocessing are included
when calculating the storage requirements. Multiple instances of
identical constants should count multiple times."
Better explanation of literal constants taking up space
Based on feedback from Brian Cornell on public_webgl, clarified that length of ArrayBufferView is actually byteLength in all compressed texture extensions.
Merge pull request #311 from kenrussell/compressedtex

Based on feedback from Brian Cornell on public_webgl, clarified that len...
Don't use premultiplied alpha in most GLSL generator tests

Many GLSL function conformance tests can generate superluminal color
values, where red, green or blue > alpha. Since browsers don't do
clamping for these color values before they are unpremultiplied and
encoded as PNG when toDataURL is called, the on-screen display of these
tests did not reflect the actual numeric values generated by the shader.
This complicated debugging failed tests. Fix this by switching to a
context with a non-premultiplied drawing buffer in these tests.

This issue does not affect the programmatic comparison of test results,
since that is being done using readPixels.
Revert change to the frozen 1.0.1 suite

It makes sense to fix displaying superluminal values in 1.0.2, since lots
of implementations are still working on conformance, but with 1.0.1 it's
better to avoid this kind of changes.
Merge pull request #312 from NVIDIA/fix-superluminal-display

Don't use premultiplied alpha in most GLSL generator tests
Merge pull request #310 from NVIDIA/fix-uniform-limits

Account for literal constants taking up uniform storage
Updated conformance rules based on working group discussion from June 6, 2013. Split sections for web browser implementers vs. GPU vendors. Considered upgrades of both browser and OS.
Merge pull request #314 from kenrussell/conformance-rules

Updated conformance rules based on working group discussion from June 6,...
Per discussion on webgl-dev-list, added non-normative note to texImage2D doc indicating potential lossy behavior of 2D canvas-to-texture uploads. Referenced in texSubImage2D doc as well.
Merge pull request #315 from kenrussell/teximage2d-clarification

Per discussion on webgl-dev-list, added non-normative note to texImage2D...
Fixed issue pointed out by Mark Callow where the location in the text of the default context creation attributes changed.
Merge pull request #316 from kenrussell/param-doc

Fixed issue pointed out by Mark Callow where the location in the text of...
Updates to conformance rules suggested by Mark Callow. Pulled two paragraphs from the Discussion section up to the Rules section.
Merge pull request #318 from kenrussell/conformance-rules

Updates to conformance rules suggested by Mark Callow. Pulled two paragr...
Fixed problems in reference image generation for GLSL vertex shader tests.

glsl-function-smoothstep-float should use high precision for OpenGL ES
https://www.khronos.org/bugzilla/show_bug.cgi?id=728

For those GLSL function tests which have been migrated to generate reference images in JavaScript, changed the vertex shader variant to use the same geometry for the reference and test shaders. The previous approach of generating the reference image into a texture was incorrect because the two versions used very different interpolation techniques. Thanks to Olli Etuaho from NVIDIA for diagnosing the problem and Chris Green from Imagination for initially raising the issue.

This is a bug fix to the conformance suite, so the fix has been backported as far back as version 1.0.1.
Fixed accidentally-inserted tabs in source files.
Merge pull request #319 from kenrussell/glsl-vertex-shader-tests

Glsl vertex shader tests