title: GLSL: Force error if any Uniform is not bound
body: <p>I am using GLSL 1.0 with WebGL 1.0 and 2.0 and I just spent hours troubleshooting an issue that in my opinion should have thrown error before things got started.</p>
  
  <p>I have <code>uniforms</code> and <code>sampler2D</code>'s in my fragment Shader. I had changed one line of code and that change had caused no input textures or arrays be bound to the locations of Shader <code>uniform</code>s. The program however runs with no issues but produces zeros when those <code>uniform</code>s are read. For example a call to <code>texture2D(MyTexture, vec2(x,y))</code> does not throw any errors but rather just returns 0.</p>
  
  <p>Is there anyway for me to force this as an error before or during rendering?</p>