Fix a bug in long variable name mapping.

Originally we only match varying variables in vertex/fragment shaders.  However, we should also match uniform names.  For example, if a uniform variable name is used in both vertex and fragment shader, and after mapping the names are different, then the name mapping table is no longer 1:1.

BUG=106638 (crbug)
TEST=http://seanseefried.com/chrome-bug/simple-broken.html shows a magenta square
Review URL: http://codereview.appspot.com/5520051

git-svn-id: https://angleproject.googlecode.com/svn/trunk@939 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/compiler/MapLongVariableNames.cpp b/src/compiler/MapLongVariableNames.cpp
index 0b91f8c..3c5d356 100644
--- a/src/compiler/MapLongVariableNames.cpp
+++ b/src/compiler/MapLongVariableNames.cpp
@@ -1,5 +1,5 @@
 //
-// Copyright (c) 2002-2011 The ANGLE Project Authors. All rights reserved.
+// Copyright (c) 2002-2012 The ANGLE Project Authors. All rights reserved.
 // Use of this source code is governed by a BSD-style license that can be
 // found in the LICENSE file.
 //
@@ -37,6 +37,7 @@
           case EvqVaryingOut:
           case EvqInvariantVaryingIn:
           case EvqInvariantVaryingOut:
+          case EvqUniform:
             symbol->setSymbol(
                 mapVaryingLongName(symbol->getSymbol()));
             break;