As for WebGL, the WebGL parts are actually quite little. https://registry.khronos.org/webgl/specs/latest/1.0/ is only about 20,000 words. I gather it defers significantly to GLES20 (PDF, 204 pages, ~60,000 words), and GLES20GLSL (PDF, 119 pages, ~30,000 words), and it has GL32CORE in its references (PDF, 404 pages, ~125,000 words), but doesn’t actually use cite it in the text and I don’t know if it’s relevant. There doesn’t look to be anything else significant that wouldn’t already be included.
But really, WebGL is a fairly thin layer atop OpenGL ES 2.0, just removing some functionality and applying some restrictions. I believe you would reasonably expect a browser to use an existing OpenGL ES 2.0 implementation, so I’d be quite content to exclude the 90,000 (or perhaps it’s ~215,000?) words of that, just like it’s common to reuse an existing JavaScript engine (though you also don’t have to). Yet note this: it seems that even if we include it all (and presuming I haven’t missed anything, which I admit I could easily have done, I’m not conversant with these specs like I am with HTML/CSS/JS specs), it’s still under 0.2% of Drew’s massively-inflated figure.
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¹ Whew, https://262.ecma-international.org/ took me several minutes to download, despite being only 7MB. Sigh; the trials of being in Australia, where things hosted in the USA are often inexplicably painfully slow—like, sub-256kbps. When already downloaded, it renders in under four seconds, which is really fairly impressive when it’s doing all that layout on a document a million pixels tall—this ain’t a PDF where you can only render one page at a time. The HTML Standard is almost two million pixels tall, and also loads completely in under four seconds—simpler styles, perhaps? I refer to it often enough that I build it locally so I don’t have to download its 13MB all the time, or compromise with the multipage version that you can’t search through as easily.