Add info log box to translate shader utility page
Merge pull request #759 from NVIDIA/translate-shader-info-log

Add info log box to translate shader utility page
Clean up and enhance scissor and viewport testing

Add one new test which ensures that initial scissor setting is correct and
that scissor does not change when canvas is resized.

Add black borders around canvases in scissor and viewport tests so that
debugging is easier.

Clean up unnecessary logging, typos, one unnecessarily included script.
Merge pull request #760 from Oletus/improve-scissor-tests

Clean up and enhance scissor and viewport testing
Add tests for passing simple ESSL3 shaders to WebGL 1

Currently, ANGLE-based browsers fail some of the tests, accepting
simple ESSL3 shaders in a WebGL 1 context.
Small fixes to the WebGL 1 ESSL3 shader test
Merge pull request #761 from NVIDIA/essl3-shader-bug-test

Add tests for passing simple ESSL3 shaders to WebGL 1
Add framebuffer texture attachment switching test
Add a version of the render target switching test that switches framebuffers, not textures
Fix shader issues in WebGL 2 tests and add new shader tests

The new shader tests test that #version directive must be on the first
line and that linking shaders written in different versions of ESSL is
not allowed.

Draw buffers test is edited to not mix shaders with different ESSL
versions, have the #version directives on the right line, not to use
undefined built-ins, and to test writing to a single output color and
mis-matched attachment sizes according to the spec. Some other
miscellaneous errors are also fixed.

Frag depth test is edited to not mix shaders with different ESSL
versions, have the #version directives on the right line, and not to use
undefined built-ins. A test case is added to confirm that gl_FragDepthEXT
with the EXT suffix is not allowed.
WebGL 2: Mention all removed functions related to MapBufferRange

Also add a note that getBufferSubData is provided as an alternative.
Improve the explanation of viewport and scissor in the WebGL 1 spec

The spec mentioned that drawing was constrained by canvas area, but it
should instead refer to framebuffer area, since rendering to an FBO
should not be constrained by the size of the canvas. Also, clarify that
the viewport only constrains the drawing of primitives, and not clearing
the framebuffer. This should remove the most glaring contradictions with
the GLES2.0 spec.

A mention of how the drawing buffer size is initialized is removed from
this section, as it was redundant and confusing.

Add a clear mention that drawing commands can only modify pixels inside
the currently bound framebuffer, since the GLES2.0 spec does not seem to
clearly address what happens when the viewport extends outside the
framebuffer and draw commands are called.
Merge pull request #764 from NVIDIA/webgl2-expand-mapbufferrange-section

WebGL 2: Mention all removed functions related to MapBufferRange
Merge pull request #762 from Oletus/add-framebuffer-switching-test

Add framebuffer texture attachment switching test
Corrections to the sRGB test based on careful re-reading of the spec
Merge pull request #763 from NVIDIA/webgl2-test-shader-fixes

Fix shader issues in WebGL 2 tests and add new shader tests
Merge pull request #765 from NVIDIA/webgl1-scissor-clarification

Improve the explanation of viewport and scissor in the WebGL 1 spec
Merge pull request #766 from toji/srgb_correction

Corrections to the sRGB test based on careful re-reading of the spec