Improved distance field sampling

There are two different fixes here. First, it computes the distance value properly within the shader. Second, it handles anti-aliasing properly by doing a correction based on the gradient of the texture coordinates.

R=bsalomon@google.com, reed@google.com

Author: jvanverth@google.com

Review URL: https://codereview.chromium.org/149853002

git-svn-id: http://skia.googlecode.com/svn/trunk@13461 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/GrTextStrike.h b/src/gpu/GrTextStrike.h
index c5a3f65..17dcec6 100644
--- a/src/gpu/GrTextStrike.h
+++ b/src/gpu/GrTextStrike.h
@@ -39,6 +39,8 @@
     inline GrGlyph* getGlyph(GrGlyph::PackedID, GrFontScaler*);
     bool getGlyphAtlas(GrGlyph*, GrFontScaler*);
 
+    SkISize getAtlasSize() const { return fAtlas.getSize(); }
+
     // testing
     int countGlyphs() const { return fCache.getArray().count(); }
     const GrGlyph* glyphAt(int index) const {