code: function createProgramFromScripts(
        gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
      var shaders = [];
      for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
        shaders.push(createShaderFromScript(
            gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback));
      }
      return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
    }
docs: Creates a program from 2 script tags.
  
  @param {WebGLRenderingContext} gl The WebGLRenderingContext
  to use.
  @param {string[]} shaderScriptIds Array of ids of the script
  tags for the shaders. The first is assumed to be the
  vertex shader, the second the fragment shader.
  @param {string[]} [opt_attribs] An array of attribs names. Locations will be assigned by index if not passed in
  @param {number[]} [opt_locations] The locations for the. A parallel array to opt_attribs letting you assign locations.
  @param {module:webgl-utils.ErrorCallback} opt_errorCallback callback for errors. By default it just prints an error to the console
  on error. If you want something else pass an callback. It's passed an error message.
  @return {WebGLProgram} The created program.
  @memberOf module:webgl-utils