function createProgramFromScripts(
      gl, shaderScriptIds, opt_attribs, opt_locations, opt_errorCallback) {
    var shaders = [];
    for (var ii = 0; ii < shaderScriptIds.length; ++ii) {
      var shader = createShaderFromScript(
          gl, shaderScriptIds[ii], gl[defaultShaderType[ii]], opt_errorCallback);
      if (!shader) {
        return null;
      }
      shaders.push(shader);
    }
    return createProgram(gl, shaders, opt_attribs, opt_locations, opt_errorCallback);
  }
Creates a program from 2 script tags.

NOTE: There are 3 signatures for this function

    twgl.createProgramFromScripts(gl, [vs, fs], opt_errFunc);
    twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_errFunc);
    twgl.createProgramFromScripts(gl, [vs, fs], opt_attribs, opt_locations, opt_errFunc);

@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:twgl.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:twgl/programs