Add MaxInt tests to gl-uniform-arrays.html

Add tests to gl-uniform-arrays.html that ensure there is no overflow when calling
getUniformLocation with an array uniform that has an index greater than or equal
to MaxInt.

For instance, 'gl.getUniformLocation(program, "myuniform[4294967296]")' should
fail.
[WEBGL_texture_from_depth_video] update the URLs, definitions and terms.
Address feedback from @zhenyao

The MaxInt variable in the test has an confusing name for a couple of reasons:
1) The maximum integer that JS can safely handle is 2^53.
2) The maximum 32 bit integer is 2^32-1, not 2^32.

Renamed MaxInt variable to MaxInt32PlusOne.  The 32 clarifies we want the maximum 32 bit integer.
PlusOne indicates we want 2^32, which will trigger the overflow condition.
Merge pull request #775 from RafaelCintron/maxIntUniformArrayIndexing

Add MaxInt tests to gl-uniform-arrays.html
Merge pull request #777 from huningxin/depth_video

[WEBGL_texture_from_depth_video] update the URLs, definitions and terms.
Add a proposal for a WEBGL_debug_shader_precision extension

This proposal is based on implementing a prototype of the extension's
functionality for mediump operations in ANGLE. The emulation has been
proven to be implementable and useful, and most shaders it has been tried
with have been able to compile and run at interactive rates on a
mid-range GPU.
Merge pull request #778 from NVIDIA/debug-shader-precision-extension

Add a proposal for a WEBGL_debug_shader_precision extension
Be consistent with regards to GL_ prefix in extension names

EXT_shader_texture_lod spec was missing this in one tag that has it in
other extension specs.
Merge pull request #780 from NVIDIA/ext-gl-prefix-fix

Be consistent with regards to GL_ prefix in extension names
Add an #pragma directive toggle to WEBGL_debug_shader_precision

Also includes a few small clarifications to the extension spec.
Merge pull request #782 from NVIDIA/debug-shader-precision-pragma

Add an #pragma directive toggle to WEBGL_debug_shader_precision