static/index.html webgl shaders: Remove the lfdisplay aperture shader, not interesting
static/index.html webgl code: Calling setRectangle() during a_position setup is more natural
static/index.html webgl code: u_resolution must hold canvas dimensions as well\!
static/index.html webgl: Less confusing naming - resolution -> canvSize, position -> canvCoord
static/index.html 2d-vertex-shader: Compress trivial code
static/index.html lfdisplay shaders: Remove gain, offset, gamma; remove redundant lfdisplay-display-fragment-shader

We might want at least gain back at some point but it's trivial to readd.
static/index.html lfdisplay pinhole shader: Rename and prettify for better readability, add a few preliminary comments
static/index.html render(): Call setRectangle() for texCoordBuffer too
static/index.html render(): Split out render_image() with image view specific stuff
static/index.html shaders: Rename 2d-* -> image-*
static/index.html setRectangle(): Remove now-misleading comment
static/index.html pinhole fragment shader: Use consistent symbol names, few more comments