More robust attribute binding
Adding attribute and uniform debug logging.
Checking to see if aniso filtering is available.

Change-Id: I2ed9d166ed7ff3df971d7af18b7a33f4e3ade928
diff --git a/rsScriptC_LibGL.cpp b/rsScriptC_LibGL.cpp
index 4be5059..fd4c379 100644
--- a/rsScriptC_LibGL.cpp
+++ b/rsScriptC_LibGL.cpp
@@ -151,8 +151,8 @@
     const float tex[] = {u1,v1, u2,v2, u3,v3, u4,v4};
 
     VertexArray va;
-    va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "position");
-    va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "texture0");
+    va.add(GL_FLOAT, 3, 12, false, (uint32_t)vtx, "ATTRIB_position");
+    va.add(GL_FLOAT, 2, 8, false, (uint32_t)tex, "ATTRIB_texture0");
     va.setupGL2(rsc, &rsc->mStateVertexArray, &rsc->mShaderCache);
 
     glDrawArrays(GL_TRIANGLE_FAN, 0, 4);