Remove RS_KIND from vertex arrays types.
Legacy vertex programs now bind by name just like the user programs.
This removes the need for two different ways of declairing the same
information.

Change-Id: I0178c0962842a1bbffb6726984ae1b8f5bb7529c
diff --git a/rsScriptC_LibGL.cpp b/rsScriptC_LibGL.cpp
index 18f873e..8f650f8 100644
--- a/rsScriptC_LibGL.cpp
+++ b/rsScriptC_LibGL.cpp
@@ -131,12 +131,8 @@
 
     float vtx[] = { x1, y1, z1, x2, y2, z2 };
     VertexArray va;
-    va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
-    if (rsc->checkVersion2_0()) {
-        va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
-    } else {
-        va.setupGL(rsc, &rsc->mStateVertexArray);
-    }
+    va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+    va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
 
     glDrawArrays(GL_LINES, 0, 2);
 }
@@ -151,12 +147,8 @@
     float vtx[] = { x, y, z };
 
     VertexArray va;
-    va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
-    if (rsc->checkVersion2_0()) {
-        va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
-    } else {
-        va.setupGL(rsc, &rsc->mStateVertexArray);
-    }
+    va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+    va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
 
     glDrawArrays(GL_POINTS, 0, 1);
 }
@@ -185,14 +177,9 @@
     const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
 
     VertexArray va;
-    va.addLegacy(GL_FLOAT, 3, 12, RS_KIND_POSITION, false, (uint32_t)vtx);
-    va.addLegacy(GL_FLOAT, 2, 8, RS_KIND_TEXTURE, false, (uint32_t)tex);
-    if (rsc->checkVersion2_0()) {
-        va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
-    } else {
-        va.setupGL(rsc, &rsc->mStateVertexArray);
-    }
-
+    va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
+    va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "texture0");
+    va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
 
     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
 }