Free up resources by deleting shaders early on

Change-Id: I29a39775732c0a48d3e6823f7afa3e741cae8541
diff --git a/libs/hwui/Program.h b/libs/hwui/Program.h
index 764cb05..edd1209 100644
--- a/libs/hwui/Program.h
+++ b/libs/hwui/Program.h
@@ -122,18 +122,17 @@
     GLuint buildShader(const char* source, GLenum type);
 
     // Name of the OpenGL program
-    GLuint id;
-
-    // Name of the shaders
-    GLuint vertexShader;
-    GLuint fragmentShader;
+    GLuint mProgramId;
 
     // Keeps track of attributes and uniforms slots
-    KeyedVector<const char*, int> attributes;
-    KeyedVector<const char*, int> uniforms;
+    KeyedVector<const char*, int> mAttributes;
+    KeyedVector<const char*, int> mUniforms;
 
     bool mUse;
     bool mInitialized;
+
+    bool mHasColorUniform;
+    int mColorUniform;
 }; // class Program
 
 }; // namespace uirenderer