Material uniforms tweak.

While the way Material deals with uniforms needs to be completely
refactored (for a variety of reasons which I won't go into here but will
write up an issue for later), a small tweak to the current architecture
can provide a huge performance boost.  The tweak here is that
getUniformType goes through an incredibly slow process to determine what
type of variable a uniform value is and it does this for every uniform
every frame.  This change simply caches the result.  As far as I know this
change has no ill affects and everything looks good to me.

Here's how I profiled.
1. Download http://bl.ocks.org/mbostock/raw/4090846/us.json and load it into Cesium Viewer.
2. Profile in master, on my machine getUniformType takes up ~33.0% of the time and frame rate is about 4.5 fps.
3. Profile in this branch, on my machine getUniformType takes up ~0.01% of the time and frame rate is about 7.0 fps.
Merge pull request #931 from AnalyticalGraphicsInc/getUniformType

Material uniforms tweak.
Merge branch 'master' into batching
Update pointInsideTriangle doc and more updates based on review.
Fix texture coordinates for ellipses/circles.
Merge remote-tracking branch 'origin/batching' into gltf